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DynDOLOD 3.00 Alpha 182


sheson

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5 hours ago, heheloveer said:

Thanks. I don't think I can understand this any time soon but maybe this could help in the future.

Also see http://tes5edit.github.io/whatsnew.html#improved-language-and-codepage-support

5 hours ago, heheloveer said:

Right, another thing: more than one people have asked me about the problems they had while generating DynDOLOD for Vigilant worldspaces. They claimed they never touched DynDOLOD_SSE_worldspace_ignore.txt but the Vigilant worldspaces showed up in the UI nevertheless. Could it be that the localization of the worldspaces' names inadvertently enables them to bypass the ignore list? According to one of the players who encountered Vigilant related problems, the error message looked like this:

Note the mojibake name for the worldspace.

Yes, as you can see in the ignore file, the lines also contain the EditorID, Name and plugin name and the Name is being translated. I will probably change that some time so it always works.

Regardless, there should be nos such error. Use the latest version. Upload the log, debug log and bugreport.txt if error happens with latest version.

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4 hours ago, Blackread said:

Lol I'm an idiot. No they are not LOD, they are regular objects that just look a bit like LOD with the billboard trunks. Can even click on them with console. I'll post the pictures with full details, but basically they are placed by DynDOLOD.esm.

Edit: Took the pics accidentally with the wrong LOD, posting real pics soon.

Edit2: Console pics:

2Y9LkV0.pngcfYNWbH.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format pluginname_formID for the source plugin and reference.

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1 hour ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format pluginname_formID for the source plugin and reference.

Here are the Editor IDs for the trees outside Solitude:

Tree1: unofficialskyrimspecialeditionpatchesp_063133_unofficialskyrimspecialeditionpatchesp_063133_DynDOLOD_REVERT_DynDOLOD_CHILD
Tree2: unofficialskyrimspecialeditionpatchesp_06312F_unofficialskyrimspecialeditionpatchesp_06312F_DynDOLOD_REVERT_DynDOLOD_CHILD

Editor ID for the Solitude windmill rotor: DynDOLOD_SSE_skyrimesm_tamrielpatch_000004_DynDOLOD_PATCH_SolitudeWindMillFan_Tamriel_DynDOLOD_LOD

Editor ID for the windmill rotor outside Whiterun: skyrimesm_096272_Tamriel_DynDOLOD_LOD

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7 hours ago, Blackread said:

Here are the Editor IDs for the trees outside Solitude:

Tree1: unofficialskyrimspecialeditionpatchesp_063133_unofficialskyrimspecialeditionpatchesp_063133_DynDOLOD_REVERT_DynDOLOD_CHILD
Tree2: unofficialskyrimspecialeditionpatchesp_06312F_unofficialskyrimspecialeditionpatchesp_06312F_DynDOLOD_REVERT_DynDOLOD_CHILD

Editor ID for the Solitude windmill rotor: DynDOLOD_SSE_skyrimesm_tamrielpatch_000004_DynDOLOD_PATCH_SolitudeWindMillFan_Tamriel_DynDOLOD_LOD

Editor ID for the windmill rotor outside Whiterun: skyrimesm_096272_Tamriel_DynDOLOD_LOD

Did you change the Ignore= list in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_SolitudeWorld.ini so that trees in that child worldspace should have LOD in Tamriel?

If TGC Solitude Fixes disables trees added by the unofficial patch to Tamriel, it should probably also disable trees with the same position in the Solitude worldspace.

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3 hours ago, sheson said:

Did you change the Ignore= list in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_SolitudeWorld.ini so that trees in that child worldspace should have LOD in Tamriel?

If TGC Solitude Fixes disables trees added by the unofficial patch to Tamriel, it should probably also disable trees with the same position in the Solitude worldspace.

I don't think I have edited any of the ini files except for DynDOLOD_SSE.ini, here's what's in the list:

Ignore=treereach, treepine, treeaspen, treeclover, treegourd, treekelp, treethicket, treevine, gkbtree, jungletree, cedartree, shrub, fern, flora, wrtreecircle, windmill, mountain, rock, fxwater, water1024, rapids, dirtcliff, drift, road, hay, wrpondwall, fence, stonewall, shackroof, impstoneblock, whprisonwallcap, whouterwallstatue, mrkmillroof01, crafting, fxglow, whgate, whdoorfrontgate, slightpost, signrtpost, mrkkeepcollonadecolm, mrkbrazierhangingdeco, mrkwarrensarch, mrkarch, candlehorn, candlel, candles, candle0, rtcanals, rtlamppost, fxmist, door

I disabled those two trees in the Solitude worldspace, regenerated LODs and now the problem trees in Tamriel are gone, thank you. I don't quite understand how these trees work though. I was checking them in game with just USSEP enabled, and I could see the same refs in both the Tamriel and Solitude worldspace. And even though the ref is placed in the Solitude worldspace, player.moveto xx06312f teleports me into the Tamriel worldspace. Same with that other tree, xx063133. xx063133 has an equivalent tree with the same position in the Tamriel worldspace, xx063127, and these trees appear on top of each other in the Tamriel worldspace (like duplicated objects). But I can't seem to find a tree in the Tamriel worldspace with the same position as xx06312f.

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30 minutes ago, Blackread said:

I don't think I have edited any of the ini files except for DynDOLOD_SSE.ini, here's what's in the list:

Ignore=treereach, treepine, treeaspen, treeclover, treegourd, treekelp, treethicket, treevine, gkbtree, jungletree, cedartree, shrub, fern, flora, wrtreecircle, windmill, mountain, rock, fxwater, water1024, rapids, dirtcliff, drift, road, hay, wrpondwall, fence, stonewall, shackroof, impstoneblock, whprisonwallcap, whouterwallstatue, mrkmillroof01, crafting, fxglow, whgate, whdoorfrontgate, slightpost, signrtpost, mrkkeepcollonadecolm, mrkbrazierhangingdeco, mrkwarrensarch, mrkarch, candlehorn, candlel, candles, candle0, rtcanals, rtlamppost, fxmist, door

I disabled those two trees in the Solitude worldspace, regenerated LODs and now the problem trees in Tamriel are gone, thank you. I don't quite understand how these trees work though. I was checking them in game with just USSEP enabled, and I could see the same refs in both the Tamriel and Solitude worldspace. And even though the ref is placed in the Solitude worldspace, player.moveto xx06312f teleports me into the Tamriel worldspace. Same with that other tree, xx063133. xx063133 has an equivalent tree with the same position in the Tamriel worldspace, xx063127, and these trees appear on top of each other in the Tamriel worldspace (like duplicated objects). But I can't seem to find a tree in the Tamriel worldspace with the same position as xx06312f.

Out of interest I also tried generating LOD with just USSEP, Happy Little Trees, the DynDOLOD 3 Addon for HLT and a custom plugin that disables xx063127 from USSEP. Nothing weird happened, and the tree was gone as expected, no passthru models were put in its place, or on the spot of xx06312f. Not sure what's going on in my main modlist that prompts it to happen.

Here are the logs and the plugin if you're interested.

USSEP Tree Disable.esp

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1 hour ago, Blackread said:

I don't think I have edited any of the ini files except for DynDOLOD_SSE.ini, here's what's in the list:

Ignore=treereach, treepine, treeaspen, treeclover, treegourd, treekelp, treethicket, treevine, gkbtree, jungletree, cedartree, shrub, fern, flora, wrtreecircle, windmill, mountain, rock, fxwater, water1024, rapids, dirtcliff, drift, road, hay, wrpondwall, fence, stonewall, shackroof, impstoneblock, whprisonwallcap, whouterwallstatue, mrkmillroof01, crafting, fxglow, whgate, whdoorfrontgate, slightpost, signrtpost, mrkkeepcollonadecolm, mrkbrazierhangingdeco, mrkwarrensarch, mrkarch, candlehorn, candlel, candles, candle0, rtcanals, rtlamppost, fxmist, door

I disabled those two trees in the Solitude worldspace, regenerated LODs and now the problem trees in Tamriel are gone, thank you. I don't quite understand how these trees work though. I was checking them in game with just USSEP enabled, and I could see the same refs in both the Tamriel and Solitude worldspace. And even though the ref is placed in the Solitude worldspace, player.moveto xx06312f teleports me into the Tamriel worldspace. Same with that other tree, xx063133. xx063133 has an equivalent tree with the same position in the Tamriel worldspace, xx063127, and these trees appear on top of each other in the Tamriel worldspace (like duplicated objects). But I can't seem to find a tree in the Tamriel worldspace with the same position as xx06312f.

Persistent references are always loaded. Persistent references with IsFullLOD show also when the cells for the position of the reference are not attached.
Solitude is a childworld of Tamriel and uses its SkyCell, which means persistent references with IsFullLOD show in both worldspaces either way.

References in the child worlspace that have the IsFullLOD flag are being patched by DynDOLOD and a carbon copy is created in the parent worldspace, so proper working LOD can be added instead.

Without TGC Solitude Fixes active, the carbon copy should not happen, if a reference already exists for the same position with the same model. Proper LOD will be added for it instead.

So, in any case, if the purpose is to remove the trees, TGC Solitude Fixes needs to disable the trees in both worldspaces regardless of using DynDOLOD or not.

DynDOLOD however, also has some reference rules that disable some trees added by the unofficial patch including 0006312F, 00063133 etc. since they are unnecessary, because of the IsFullLOD tree references in the childworld being patched to have proper LOD as explained above. 

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11 minutes ago, sheson said:

Persistent references are always loaded. Persistent references with IsFullLOD show also when the cells for the position of the reference are not attached.
Solitude is a childworld of Tamriel and uses its SkyCell, which means persistent references with IsFullLOD show in both worldspaces either way.

References in the child worlspace that have the IsFullLOD flag are being patched by DynDOLOD and a carbon copy is created in the parent worldspace, so proper working LOD can be added instead.

Without TGC Solitude Fixes active, the carbon copy should not happen, if a reference already exists for the same position with the same model. Proper LOD will be added for it instead.

So, in any case, if the purpose is to remove the trees, TGC Solitude Fixes needs to disable the trees in both worldspaces regardless of using DynDOLOD or not.

DynDOLOD however, also has some reference rules that disable some trees added by the unofficial patch including 0006312F, 00063133 etc. since they are unnecessary, because of the IsFullLOD tree references in the child world being patched to have proper LOD as explained above. 

Alright, thank you for the explanation. The only things I don't understand now are these:

xx06312f doesn't have an equivalent object in the Tamriel worldspace. So there was never any tree that was removed in the Tamriel worldspace, and thus no need to remove xx06312f from the Solitude world space. But for some reason this tree was still transported in that mutilated form into the Tamriel worldspace.

Disabling the tree xx063127, which is the Tamriel equivalent to xx063133, with USSEP Tree Disable.esp has no adverse side effects, but when done with TGC Solitude Fixes.esp, it does. Though I suspect it has nothing to do with either of these plugins, but something else entirely...

But these things will likely remain a mystery.

TGC Solitude Fixes.esp

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16 minutes ago, Blackread said:

Alright, thank you for the explanation. The only things I don't understand now are these:

xx06312f doesn't have an equivalent object in the Tamriel worldspace. So there was never any tree that was removed in the Tamriel worldspace, and thus no need to remove xx06312f from the Solitude world space. But for some reason this tree was still transported in that mutilated form into the Tamriel worldspace.

Disabling the tree xx063127, which is the Tamriel equivalent to xx063133, with USSEP Tree Disable.esp has no adverse side effects, but when done with TGC Solitude Fixes.esp, it does. Though I suspect it has nothing to do with either of these plugins, but something else entirely...

But these things will likely remain a mystery.

TGC Solitude Fixes.esp 68.91 kB · 0 downloads

If 0006312F (and others) is not "deleted" per the references rules, then there is a bug I will have to look into.

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2 minutes ago, sheson said:

If 0006312F (and others) is not "deleted" per the references rules, then there is a bug I will have to look into.

I found a fairly minimal reproducible example. Here are the mods I had active:

ZXphKXc.png

If generating LODs with these mods the passthru for the tree (with the flat trunk) where xx06312f would be is added.

xrvYa73.png

Editor ID: unofficialskyrimspecialeditionpatchesp_06312F_unofficialskyrimspecialeditionpatchesp_06312F_DynDOLOD_REVERT_DynDOLOD_CHILD

The TGC Solitude installation is stock from the Nexus, and doesn't edit any USSEP records.

Here are the logs for this run.

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53 minutes ago, Blackread said:

I found a fairly minimal reproducible example. Here are the mods I had active:

ZXphKXc.png

If generating LODs with these mods the passthru for the tree (with the flat trunk) where xx06312f would be is added.

xrvYa73.png

Editor ID: unofficialskyrimspecialeditionpatchesp_06312F_unofficialskyrimspecialeditionpatchesp_06312F_DynDOLOD_REVERT_DynDOLOD_CHILD

The TGC Solitude installation is stock from the Nexus, and doesn't edit any USSEP records.

Here are the logs for this run.

Just load DynDOLOD, advanced mode, click low, medium or high to update rules, Check if the reference rules for the unofficial patch resolve to references by hovering the mouse pointer over them. If it just shows the filename of the rules INI, the reference was not resolved. If it was resolved, there will be second line with info from the record. Just compare to the Skyrim.esm reference rule above, they should always resolve.

This worked at least up to the unofficial patch 4.25b but not anymore for some reason. Not quite sure about the cause, but it will be fixed in the next alpha.

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3 hours ago, sheson said:

DynDOLOD however, also has some reference rules that disable some trees added by the unofficial patch including 0006312F, 00063133 etc. since they are unnecessary, because of the IsFullLOD tree references in the childworld being patched to have proper LOD as explained above. 

I reported an issue related to this a while ago: 

My post was completely ignored, for whatever reason.

The report was based on Alpha 118, with USSEP 4.2.8, though the issue was noticed with much older Alphas before that. I haven't tested again with newer Alphas since 121.

3 hours ago, sheson said:

References in the child worlspace that have the IsFullLOD flag are being patched by DynDOLOD and a carbon copy is created in the parent worldspace, so proper working LOD can be added instead.

We were able to determine that the USSEP Neverfades in SolitudeWorld were indeed patched/disabled. But the carbon copy that's supposed to be created in Tamriel seems to be missing, or not visible for some reason.

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58 minutes ago, Mousetick said:

I reported an issue related to this a while ago: 

My post was completely ignored, for whatever reason.

The report was based on Alpha 118, with USSEP 4.2.8, though the issue was noticed with much older Alphas before that. I haven't tested again with newer Alphas since 121.

We were able to determine that the USSEP Neverfades in SolitudeWorld were indeed patched/disabled. But the carbon copy that's supposed to be created in Tamriel seems to be missing, or not visible for some reason.

That post seems to have been lost on me among the other posts. If I don't reply to something in a matter of days/week just make a new post linking the old one.

The issue right now is that mesh references rules that "delete" specific tree references added by the unofficial patch in Solitude are not being applied.

If I interpret the screenshots correctly, the "deleting" of xx06313E etc. worked as desired, since it shows the xMarker.nif. That is done so LOD and full models do not show at the same time. Also, when in Tamriel, there is the original full model tree and the IsFullLOD tree from the unofficial patch showing at the same time. So there is two reasons to "delete" those tree references. These rules exist since a long time ago and were already made for Skyrim LE unofficial patch, IIRC even before ultra tree LOD was a thing. The automatic stuff that happens now instead might be actually better now when using ultra tree LOD.

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2 hours ago, sheson said:

Just load DynDOLOD, advanced mode, click low, medium or high to update rules, Check if the reference rules for the unofficial patch resolve to references by hovering the mouse pointer over them. If it just shows the filename of the rules INI, the reference was not resolved. If it was resolved, there will be second line with info from the record. Just compare to the Skyrim.esm reference rule above, they should always resolve.

This worked at least up to the unofficial patch 4.25b but not anymore for some reason. Not quite sure about the cause, but it will be fixed in the next alpha.

Yes, looks like the rules indeed do not resolve.

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19 minutes ago, sheson said:

If I interpret the screenshots correctly, the "deleting" of xx06313E etc. worked as desired, since it shows the xMarker.nif. That is done so LOD and full models do not show at the same time.

Right.

20 minutes ago, sheson said:

Also, when in Tamirel, there is the original full model tree and the IsFullLOD tree from the unofficial patch showing at the same time. So there is two reasons to "delete" those tree references.

The issue is that the tree references are "deleted" in SolitudeWorld, but there is visibly nothing to replace them, in SolitudeWorld.

When inside SolitudeWorld, looking from afar, the Tamriel LODs are visible, showing trees in the distance. Upon getting closer, the LODs turn off, and there are no full model trees where the LODs used to be shown, as I described in another, earlier post:

I don't understand why it's so difficult to convey to you what's happening and what the weirdness is. It should be straightforward to reproduce: USSEP + DynDOLOD object LOD is all that's needed.

  1. Walk from Solitude catacombs towards Angeline Aromatics. Facing north, as you pass under the arch connecting to the windmill, see the tree LODs in the distance in the mountains behind the walls.
  2. As you keep walking in the same direction, see the tree LODs turn off, and an empty space where they used to be. Instead of full model trees.
29 minutes ago, sheson said:

These rules exist since a long time ago and were already made for Skyrim LE unofficial patch, IIRC even before ultra tree LOD was a thing.

Perhaps. The question remains: is this weird behavior expected?

Where are the carbon copies of the "deleted" references created, if they are created in the first place? Which worldspace? What are their refids and/or editor ids?

 

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