sheson Posted March 16, 2023 Author Posted March 16, 2023 2 hours ago, RainingTacco said: Any good photo op comparisons with complex grass lods between 118 and 119? Worth rerunning? As explained on the first post, use search to find similar questions and answers or just click a couple pages back. https://stepmodifications.org/forum/search/?&q="alpha 119"&type=forums_topic&quick=1&item=17510 Only you can compare and test changes for your custom load order and preference.
Pawelekdabek Posted March 17, 2023 Posted March 17, 2023 Quick noob question. Would lods generated on pc work on xbox?
sheson Posted March 17, 2023 Author Posted March 17, 2023 8 hours ago, Pawelekdabek said: Quick noob question. Would lods generated on pc work on xbox? Meshes and textures work for the load order they were generated for. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Mod-Authors All mods and assets are created on PC.
VladossX Posted March 17, 2023 Posted March 17, 2023 [04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html. Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3)) Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3)) User says "OK" Can someone help?
sheson Posted March 17, 2023 Author Posted March 17, 2023 16 minutes ago, VladossX said: [04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html. Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3)) Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3)) User says "OK" Can someone help? Read the first post which entire log of the meaningful session, entire debug log and bugreport.txt if it exists to upload when making posts.
heheloveer Posted March 17, 2023 Posted March 17, 2023 On 3/3/2023 at 4:37 PM, heheloveer said: I made a save on the Whiterun watchtower and every time I load the save the grass lod bug appears, even if when I made the save the grass looked completely normal. As I suspected this only happened in large reference cells outside the loaded zone, since changing uLargeRefLODGridSize to 5 apparently fix this. Moving the player character to the previously affected area also makes the lod grass go away. Notice in the screenshots how not all cells are affected by this. I can't seem to find any particular pattern in affected cells either. The second screenshot shows how it looks like up close. I enabled papyrus logging and there doesn't seem to be anything related to SHESON_DynDOLOD scripts in Papyrus.0.log. Should I disable large reference bugs workarounds and regenerate DynDOLOD to see what happens? Papyrus.0.log 202.35 kB · 1 download Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix? 2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work.
VladossX Posted March 17, 2023 Posted March 17, 2023 Forgive my ignorance. But I thought that I do not care so much cairn and just removed the check mark. Without it seems to be generated smoothly
sheson Posted March 17, 2023 Author Posted March 17, 2023 25 minutes ago, VladossX said: Forgive my ignorance. But I thought that I do not care so much cairn and just removed the check mark. Without it seems to be generated smoothly You mean you decided to simply not check a worldspace in order to ignore the problem? You are participating in an ALPHA TEST that is done specifically to find and report problems. Read the first post which log, debug log and bugreport.txt to upload, so that the issue can be troubleshooted and fixed.
sheson Posted March 17, 2023 Author Posted March 17, 2023 40 minutes ago, heheloveer said: Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix? 2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work. For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts? For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.
heheloveer Posted March 17, 2023 Posted March 17, 2023 17 minutes ago, sheson said: For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts? For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not. As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal. As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model: Note that the two bridges use the same model and the lod of both these bridges are misplaced. The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves. COTN_WR_Bridge_LOD.nif Papyrus.0.log COTN_WR_Bridge.nif
sheson Posted March 17, 2023 Author Posted March 17, 2023 20 minutes ago, heheloveer said: As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal. As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model: Note that the two bridges use the same model and the lod of both these bridges are misplaced. The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves. COTN_WR_Bridge_LOD.nif 272.23 kB · 0 downloads Papyrus.0.log 96.4 kB · 0 downloads COTN_WR_Bridge.nif 1009.81 kB · 0 downloads Indeed, no problems in papyrus log. I will have to look further into it. A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename. As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.
VladossX Posted March 17, 2023 Posted March 17, 2023 I don't know what kind of world space it is, but after all the generation. I put the checkbox back on so that the error would pop up and I could send the logs. But it just generated something without a critical stop.
sheson Posted March 17, 2023 Author Posted March 17, 2023 5 minutes ago, VladossX said: I don't know what kind of world space it is, but after all the generation. I put the checkbox back on so that the error would pop up and I could send the logs. But it just generated something without a critical stop. Are you using the latest Alpha 119?
VladossX Posted March 17, 2023 Posted March 17, 2023 (edited) DynDOLOD_SSE_log.txtYes, I am using the latest version. Not everything I write may be understandable, because I write through a translator Edited March 17, 2023 by VladossX
sheson Posted March 17, 2023 Author Posted March 17, 2023 29 minutes ago, VladossX said: DynDOLOD_SSE_log.txt 1.34 MB · 0 downloads Yes, I am using the latest version. Not everything I write may be understandable, because I write through a translator Upload bugreport.txt if it exists.
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