Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

19 minutes ago, sheson said:

The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

 

Link to comment
Share on other sites

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Link to comment
Share on other sites

14 minutes ago, TheDude said:

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.

  • +1 1
Link to comment
Share on other sites

53 minutes ago, DWM19 said:

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Use xEdit to look up the mentioned base record form IDs in the DynDOLOD.esm, xx03AB36 and xx03AB34

Click the Referenced By tab  at the bottom and doudle click one of the listed references to bring it. Post the Editor IDs you find.
No need to post all, just need a plugin name and form id for which these where added so I can try to replicate.

Link to comment
Share on other sites

Double clicking on the first entry under 'Referenced By (15)' for xx03AB36, the editor ID is skyrimesm_0EF933_BlackreachElevatorMzinchaleftUpper_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Double clicking on the first entry under 'Referenced By (22)' for xx03AB34, the editor ID is skyrimesm_0EF92E_BlackreachQEMzinchaleftClosed_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Other plugins mentioned in the 'referenced by' list for both entries are: Dragonborn.esm, CompanionArissa.esm, Wyrmstooth.esp.

I hope this is the right information you were seeking.

Link to comment
Share on other sites

2 hours ago, sheson said:

Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.

Aha, ok, thanks for clearing that up!

Link to comment
Share on other sites

6 hours ago, DWM19 said:

Double clicking on the first entry under 'Referenced By (15)' for xx03AB36, the editor ID is skyrimesm_0EF933_BlackreachElevatorMzinchaleftUpper_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Double clicking on the first entry under 'Referenced By (22)' for xx03AB34, the editor ID is skyrimesm_0EF92E_BlackreachQEMzinchaleftClosed_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Other plugins mentioned in the 'referenced by' list for both entries are: Dragonborn.esm, CompanionArissa.esm, Wyrmstooth.esp.

I hope this is the right information you were seeking.

That was the right information. Thanks.

Update the DynDOLOD DLL NG and Scripts to Alpha-8 and it should work without CTD now. 

Link to comment
Share on other sites

14 hours ago, sheson said:

@Jadeath @PurpleYellowRosa @MisterMorden

Check if this test versions runs through https://mega.nz/file/YIpnyJ4I#CiKiAQirG2Ix1UCHnfPjIUbDeS7Lee5aeyKGTkCSK-Q

Test if Alpha-131 fixed the issue.

Upload new logs either way.

Still no good, but this time I got an access violation instead of range check error. Here's the logs:

https://ufile.io/n539187c

Edited by PurpleYellowRosa
Link to comment
Share on other sites

Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now?

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.