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DynDOLOD 3.00 Alpha 182


sheson

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So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

Edited by mostwanted11
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On 9/1/2024 at 6:59 PM, mostwanted11 said:

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

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

Read this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
The reason why plugins contain HITMEs or the reasons why they are caused are unrelated to the header version or the header version being changed. Of course it always possible that a 3rd party tool has its own specific requirements to work correctly and create valid plugins.

Unrelated to HITMEs: Plugins that have records < 0x800 need to be version 1.71. Plugins that have only records >= 0x800 can be 1.70 or 1.71
If you want to use plugin of version 1.71 with older runtimes you need BEES for them to work.

Ask questions about xEdit on the xEdit discord. There will most likely be also knowledgeable folks that can answer questions about CK.

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Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

 

 

Edited by brelyn96
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2 hours ago, brelyn96 said:

Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

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

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

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On 9/2/2024 at 12:43 AM, sheson said:

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

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

 

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10 hours ago, brelyn96 said:

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

You upload the TexGen log and debug log instead of the DynDOLOD log and debug log.

The xEdit screenshot still has folded elements. Unfold them as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots to make sure they contain the same values etc. in the overwrite as in the source. It looks like the only difference is the Has Distant LOD flag, which typically does not cause such visual issues.

Full models are not affected by LOD, so turning LOD off with tll not having an effect is expected. Test if the problem goes away with DynDOLOD output disabled as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If you change the load order after generating LOD, check the base record again. If there are discrepancies because additional plugins make changes to the base record used by the reference but are overwritten/reverted by DynDOLOD plugins, generate new LOD from scratch, or manually forward the changes with xEdit.

Generating terrain LOD with xLODGen is not going to affect objects (references that can be clicked with a form id, like roads for example) or terrain in the active cells.

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6 hours ago, ck1007197714 said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.
Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log
Consider installing crash logger, disable crash logging in .Net Script Framework and upload that crash log.

Just because DynDOLOD is in the load order or happens to be listed in a world or cell record does not mean it caused the crash. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

The crash may be related to 0x000D9394, a record that is not being touched by any DynDOLOD plugin.
Or it may be related to some kind of problem with loading or processing the SKSE cosave data.

Test with a new game. In case of updating make sure to follow https://dyndolod.info/Help/Clean-Save

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HI all,

I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line:

Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT.

Dyndolod_logs.zip

DynDOLOD_settings..zip

I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line.  I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod!

Edited by Wolfpack49
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1 hour ago, Wolfpack49 said:

HI all,

I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line:

Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT.

Dyndolod_logs.zip

DynDOLOD_settings..zip

I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line.  I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod!

There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example.

[38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt>

Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible.

I suggest to restart Windows, delete the log folder to hopefully clear that up.
Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while.

Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.

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Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared...

 

MOD Flying Crows SSE

https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description

 

LOGS :

https://ufile.io/f/t289u

TexGen Log

Papyrus Log

TexGen Debug Log

 

Problem :

The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace.

Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR.

 

 

Kind regards.

 

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47 minutes ago, Jayombi said:

Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared...

 

MOD Flying Crows SSE

https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description

 

LOGS :

https://ufile.io/f/t289u

TexGen Log

Papyrus Log

TexGen Debug Log

 

Problem :

The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace.

Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR.

Kind regards.

Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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20 minutes ago, sheson said:

Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

 

Dyndolod ON

 

https://postimg.cc/gallery/PwHjcG8

When ON, nothing in the sky and no Crow Sounds...

 

Dyndolod OFF

https://postimg.cc/gallery/MMB8WKb

When OFF the crows return and there corresponding sound FX can be heard.

Edited by Jayombi
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14 minutes ago, Jayombi said:

 

Dyndolod ON

 

https://postimg.cc/gallery/PwHjcG8

When ON, nothing in the sky and no Crow Sounds...

 

Dyndolod OFF

https://postimg.cc/gallery/MMB8WKb

When OFF the crows return and there corresponding sound FX can be heard.

With DynDOLOD disabled, open console and click the crows to get their reference form ID. Best with More Informative Console.

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