Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

I managed to make a "fix" by finding the record "Campfire01Burning_DynDOLOD_LOD" in DynDOLOD.esm, then changed the filename path to "meshes\clutter\woodfires\campfire01burning.nif" which is the correct mesh from embers xd. It duplicates the flame effects so looks slightly odd but I suppose it works for now. Still no idea why it did this.

Link to comment
Share on other sites

13 hours ago, jmeyer73 said:

https://i.imgur.com/mBbJ9PJ.png

It should be using the campfire01burning.nif from embers xd, but it's using the one from skyrim.esm. And it's also showing up in loaded cells. Any idea why this would be happening? Shouldn't it be using the nif from embers xd? There's nothing overwriting it and I can't figure out why dyndolod is using the wrong reference.

*forgot to mention "campfire01burning_dyndolod_lod.nif" is from dyndolod resources. 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

Link to comment
Share on other sites

19 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

https://ufile.io/w1vesy9w - Log Folder

https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=description - The mod i'm referring to

I asked the mod author about it. He said he thinks it was his fault and that he'll fix it in the next version. 

Link to comment
Share on other sites

7 hours ago, teadude said:

I am using efps. should i let dyndolod esm load after efps or before? dyndolod.esm edits some things/conflicts with some of efps's stuff. something with xplanemarkers

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

If there are problem, then report the actual problems as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results.

Link to comment
Share on other sites

3 hours ago, jmeyer73 said:

Oh yeah, forgot to mention. The recent drivers for nvidia broke texgen. It hangs at the same texture each time. It works when I downgrade the driver but just thought you should know in case you want to look into it.

Read the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-128/ and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report problems or issues, which log files to upload etc. As explained, also use search before posting.

Link to comment
Share on other sites

4 hours ago, jmeyer73 said:

https://ufile.io/w1vesy9w - Log Folder

https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=description - The mod i'm referring to

I asked the mod author about it. He said he thinks it was his fault and that he'll fix it in the next version. 

The mod does not contain any LOD models nor where any requested so far. So for now it is expected that dynamic LOD uses the default campfire01burning_dyndolod_lod.nif shipping with DynDOLOD Resources.

Report the outcome of the suggestions explained at https://dyndolod.info/FAQ#Out-of-place-or-floating-object.

What steps need to be done to reproduce the problem of the dynamic LOD not unloading? When the cell is active, there should only be the original reference 00097825 with the base record 00035F49 active.

Link to comment
Share on other sites

25 minutes ago, sheson said:

What steps need to be done to reproduce the problem of the dynamic LOD not unloading?

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

Link to comment
Share on other sites

8 minutes ago, jmeyer73 said:

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

Link to comment
Share on other sites

42 minutes ago, sheson said:

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

If I type "coc poipineforest20" in the console at the main menu, the campfire is to the east. Dyndolod initializes after a couple seconds and the lod pops up. 

Link to comment
Share on other sites

1 hour ago, sheson said:

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

Just to make sure I didn't have a mod conflict, I reran dyndolod in a vanilla install, and it still happens. Here are my logs: https://ufile.io/b7t7asnr

Link to comment
Share on other sites

23 minutes ago, jmeyer73 said:

Just to make sure I didn't have a mod conflict, I reran dyndolod in a vanilla install, and it still happens. Here are my logs: https://ufile.io/b7t7asnr

Install DynDOLOD DLL SE - Scripts and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640 from https://www.nexusmods.com/skyrimspecialedition/mods/DynDOLOD-DLL-SE/57264 as explained at https://dyndolod.info/Help/DynDOLOD-DLL and test if the dynamic LOD model behaves as it should, e.g. it only loads if the cell is not attached anymore.

Link to comment
Share on other sites

38 minutes ago, sheson said:

Install DynDOLOD DLL SE - Scripts and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640 from https://www.nexusmods.com/skyrimspecialedition/mods/DynDOLOD-DLL-SE/57264 as explained at https://dyndolod.info/Help/DynDOLOD-DLL and test if the dynamic LOD model behaves as it should, e.g. it only loads if the cell is not attached anymore.

Thanks, that fixed it. Not sure why, I've never had to use that before. Didn't even know it existed. Isn't that just supposed to be if you don't use papyrusutil? 

Link to comment
Share on other sites

4 minutes ago, jmeyer73 said:

Thanks, that fixed it. Not sure why, I've never had to use that before. Didn't even know it existed. Isn't that just supposed to be if you don't use papyrusutil? 

DynDOLOD 3 and DynDOLOD Resources SE 3 are an alpha to test for bugs. It appears the current scripts in DynDOLOD Resources SE 3 Alpha have a bug.

DynDOLOD DLL is a SKSE plugin and its accompanying papyrus scripts that can be used instead of PapyrusUtil. It does not matter if PapyrusUtil is installed as well.

Eventually the standard will be DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.