leostevano Posted December 22, 2023 Share Posted December 22, 2023 I just noticed both dyndolod.esp and occlusion.esp doesnt carry over worldspace records. Is this intended? Link to comment Share on other sites More sharing options...
PRieST Posted December 22, 2023 Share Posted December 22, 2023 (edited) Yes, this is of the 'new' 'partial form' flag. If the worldspace itself doesn't need to be edited (in which case we are here) you can set this flag and so the worldspace data doesn't get overwritten by DynDOLOD.esp/Occlusion.esp. That's why you also see no records inside these two plugins for the worldspaces. That's a feature which was forever in the engine, but only recently included in xEdit and now DynDOLOD makes also use of it. Edited December 22, 2023 by PRieST Link to comment Share on other sites More sharing options...
sheson Posted December 22, 2023 Author Share Posted December 22, 2023 53 minutes ago, leostevano said: I just noticed both dyndolod.esp and occlusion.esp doesnt carry over worldspace records. Is this intended? If you have questions how/why xEdit displays certain records the way it does, then check its documentation and/or ask on its Discord. The records are not being overwritten because they have the partial form flag set. See https://dyndolod.info/Changelog for Alpha-160 DynDOLOD.exe - added support for Partial Form flag DynDOLOD.exe - added PartialWorldspace and PartialPersistentCell INI settings to set the partial form flag on these overwrite records in the DynDOLOD and occlusion plugins In the changelog entry, you can hover the term Partial Form Flag for a hint or check https://dyndolod.info/Terminology: Records that have the Partial Form flag set do not overwrite the data of the record from the plugin loaded before them. Only a few record types support it. Link to comment Share on other sites More sharing options...
leostevano Posted December 22, 2023 Share Posted December 22, 2023 Sorry I just made a new bashed patch, and usually I manually patch certain things and I remembered those records were forwarded before, I thought I messed up something during my output generation. Thank you for the assistance. Link to comment Share on other sites More sharing options...
aufisch Posted December 22, 2023 Share Posted December 22, 2023 Range Check Error on a Book Display??? I have just ran into a problem with a range check error on a book display from the mod "Immersive College of Winterhold". This mod hasn't changed in a while and has never in all the year been the cause for a Dyndolod Error. Checking it with xEdit doesn't throw an error either. I am also slightly irritated as to why DynDOLOD would even process a book-display (static Item)? And I have no Idea as to how I would fix this error, as there doesn't seem to be anything wrong with that item? DynDOLOD_SSE_log.txt Link to comment Share on other sites More sharing options...
sheson Posted December 22, 2023 Author Share Posted December 22, 2023 1 hour ago, aufisch said: Range Check Error on a Book Display??? I have just ran into a problem with a range check error on a book display from the mod "Immersive College of Winterhold". This mod hasn't changed in a while and has never in all the year been the cause for a Dyndolod Error. Checking it with xEdit doesn't throw an error either. I am also slightly irritated as to why DynDOLOD would even process a book-display (static Item)? And I have no Idea as to how I would fix this error, as there doesn't seem to be anything wrong with that item? DynDOLOD_SSE_log.txt 2.33 MB · 0 downloads Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which debug log and bugreport.txt if it exists to also upload. https://dyndolod.info/Messages/Exceptions#Range-check-error This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Do not install newer versions over older versions. See https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. https://dyndolod.info/Updating#New-DynDOLOD-Version How do you suppose a human or program knows what the STAT base record with the form ID 5C227B42 is and where it is used without loading and checking the record? Link to comment Share on other sites More sharing options...
aufisch Posted December 22, 2023 Share Posted December 22, 2023 Sorry if I sounded disrespectful. I don't know how DynDOLOD works, I always assumed it would only process certain pre-defined records, but it makes sense that it would process all of static records. I have since tried again twice, and it went through the third time. I have uploaded the corresponding bugreport.txt, but I don't have the original debug log anymore as it got overwritten. I uploaded the last debug log (of the successful run) anyway as neither my modlist, nor the load-order has changed since. debug log: https://ufile.io/a5ixrhqm Bugreport: https://ufile.io/x5tak6wt Link to comment Share on other sites More sharing options...
vrnord Posted December 23, 2023 Share Posted December 23, 2023 Thanks for all the effort you put into Dyndolod! Observation: grass lods on the sides of grassy hills (hillside is greater than maybe 35 degree angle) are seen more from the top of the model than the side, especially when you are on a different hill and thus viewing from above. The effect is obviously "X" - shaped things littered on hillsides that I know are grass lods but don't resemble grass at all from that viewing angle. This is most egregious in the Reach where there are lots of grassy hills and not so many trees to block the view. My suggestion is to have an option to rotate all grass lod models on their axis when rendering Dyndolod so they are always fully upright instead of whatever angle/slant the actual grass plant will be when you enter the active cell: that way the side of the model should always be more visible than the top. Thanks again! Link to comment Share on other sites More sharing options...
sheson Posted December 23, 2023 Author Share Posted December 23, 2023 5 hours ago, aufisch said: Sorry if I sounded disrespectful. I don't know how DynDOLOD works, I always assumed it would only process certain pre-defined records, but it makes sense that it would process all of static records. I have since tried again twice, and it went through the third time. I have uploaded the corresponding bugreport.txt, but I don't have the original debug log anymore as it got overwritten. I uploaded the last debug log (of the successful run) anyway as neither my modlist, nor the load-order has changed since. debug log: https://ufile.io/a5ixrhqm Bugreport: https://ufile.io/x5tak6wt It's probably a race condition. If you come across it again, upload the new debug log and bugreport.txt. See https://dyndolod.info/DynDOLOD-Reference#3-Scan-base-records. It scans all base records of certain types which might be eligible for LOD. Link to comment Share on other sites More sharing options...
sheson Posted December 23, 2023 Author Share Posted December 23, 2023 34 minutes ago, vrnord said: Thanks for all the effort you put into Dyndolod! Observation: grass lods on the sides of grassy hills (hillside is greater than maybe 35 degree angle) are seen more from the top of the model than the side, especially when you are on a different hill and thus viewing from above. The effect is obviously "X" - shaped things littered on hillsides that I know are grass lods but don't resemble grass at all from that viewing angle. This is most egregious in the Reach where there are lots of grassy hills and not so many trees to block the view. My suggestion is to have an option to rotate all grass lod models on their axis when rendering Dyndolod so they are always fully upright instead of whatever angle/slant the actual grass plant will be when you enter the active cell: that way the side of the model should always be more visible than the top. Thanks again! No screenshots or logs have been provided. This is most likely not going to have the result you believe it does. It will make grass LOD billboards not follow the terrain which can be very obvious on steep hills, with a more visible switch and have the same problem when viewed from somewhere else. For the time being you could experiment by increasing the slight angle of the planes in the NIF used for grass LOD. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Even some full grasses have similar problems. Link to comment Share on other sites More sharing options...
vrnord Posted December 23, 2023 Share Posted December 23, 2023 (edited) 10 hours ago, sheson said: No screenshots or logs have been provided. This is most likely not going to have the result you believe it does. It will make grass LOD billboards not follow the terrain which can be very obvious on steep hills, with a more visible switch and have the same problem when viewed from somewhere else. For the time being you could experiment by increasing the slight angle of the planes in the NIF used for grass LOD. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Even some full grasses have similar problems. OK, thanks for the reply! EDIT: Alternate thought: what if there was a variable in the Dyndolod config .ini file to set maximum grass lod slope/angle in degrees? Any grass plants in the cache with a slope greater than that are automatically ignored by Dyndolod. Obviously then transition would still be a little odd when the bald side of a hill suddenly has grass, but for me at least that is preferable to the hillside having "X's" from a distance. Edited December 23, 2023 by vrnord Link to comment Share on other sites More sharing options...
Surfwater401 Posted December 24, 2023 Share Posted December 24, 2023 Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them. Link to comment Share on other sites More sharing options...
z929669 Posted December 24, 2023 Share Posted December 24, 2023 11 minutes ago, Surfwater401 said: Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them. The documentation explains all this. Link to comment Share on other sites More sharing options...
sheson Posted December 24, 2023 Author Share Posted December 24, 2023 7 hours ago, Surfwater401 said: Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them. Moved to the DynDOLOD Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to not post screenshots of text. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages Read https://dyndolod.info/Help/Summary-Of-Messages Ask specific questions about a message/mod if required while providing the required logs. Link to comment Share on other sites More sharing options...
FireCulex Posted December 24, 2023 Share Posted December 24, 2023 (edited) After 3 hours DynDOLOD is completed and it crashes. [1:53:17] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully [1:53:17] LODGenx64Win.exe generated object LOD for Tamriel successfully [1:53:17] Created a summary of log messages D:\Skytools\DynDOLOD\Summary\DynDOLOD_Index.html. Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000 Error: Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000. If I press OK it generates the Masters. Edited December 24, 2023 by FireCulex Link to comment Share on other sites More sharing options...
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