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Posted
4 hours ago, AriochRN said:

Thank you very much for the detailed instructions; I’ve dropped the Z-position to -1200 but unfortunately the underside looks unchanged and is still poking through on Red Mountain & the mainland.

Is it anything to do with the bit in the guide about SkyrimVR terrain LOD meshes being lowered in the distance being baked into a shader? If I look at the volcano and look upwards I can see the problem disappear on the lower slopes in the bottom of my view (the view frustum thing?)

If I’ve read your guides correctly, the underside is used to give more accurate shadows and sun-rays. Skyrim VR doesn’t have volumetric sun-rays so that’s no great loss to me, so I’ve just deleted the underside.nif for Solstheim. I’ve run around the island for an hour and not noticed a massive difference in the shadows so I think this will be the Gordian Knot solution to my problem :)

Thanks again for your help.

Then try lower values, like -1500 or -2000 for example.

Yes it is possible that the automatic lowering of terrain LOD could be the cause. It may also be just the usual z-fighting. Other worldspaces cover up terrain LOD with object LOD, not so those far away land masses in Solstheim.

If the underside is not required/desired then simply do not check the option.
If you just do not want to generate the underside for Solstheim add DLC2SolstheimWorld to the ignore list in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
TerrainUndersideIgnoreWorlds=Blackreach, DLC01SoulCairn, DLC2ApocryphaWorld, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld, DLC2SolstheimWorld

Posted
8 hours ago, 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 problem reports.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

Posts are answered based on the actual information given which without the requested logs and screenshots is pretty much none. The requested information is required for qualified troubleshooting to quickly find out the actual cause in this particular case.

Skyrim LE should not use patch files for Skyrim SE.
If it did, the replacement copy to the DynDOLOD.esp is made before moving the original reference below ground.
Hundred other users and I do not have this problem with the current alpha version with Skyrim LE.

 

I fixed the problem, in a way. I couldn't figure out how or where you set this in the plugin or in the files generated by DynDOLOD, but I noticed that you had mentioned that you had purposely moved the bridge below the terrain and put another object in its place. Where this test of yours would be in Skyrim SE but it also affected my LE version (and I, again, assure you I followed the instructions to generate the plugin for LE, not SE).

But then I thought, if the plug-in moved the object, where would the other object be that should have been put in place? I then discovered that this other object wasn't generated, and that it should be "Data\Meshes\lod\winterhold\winterholdextbridge01_lod.nif". I then created this object manually, placed it where in the directory described above and BAM, problem solved.

Posted
On 11/27/2023 at 5:50 PM, TioDrakul said:

 

I fixed the problem, in a way. I couldn't figure out how or where you set this in the plugin or in the files generated by DynDOLOD, but I noticed that you had mentioned that you had purposely moved the bridge below the terrain and put another object in its place. Where this test of yours would be in Skyrim SE but it also affected my LE version (and I, again, assure you I followed the instructions to generate the plugin for LE, not SE).

But then I thought, if the plug-in moved the object, where would the other object be that should have been put in place? I then discovered that this other object wasn't generated, and that it should be "Data\Meshes\lod\winterhold\winterholdextbridge01_lod.nif". I then created this object manually, placed it where in the directory described above and BAM, problem solved.

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 problem reports.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled.

By default DynDOLOD is not doing anything to the vanilla reference for the bridge when running in the TES5 game mode.
When DynDOLOD is running in TES5 game mode, it does not load any patch files for the SSE game mode.
The cause of the problem will be most likely something else entirely.
Making manual edits to generated files or patches is not really solving the cause of the problem.
Making baseless assumptions without having any understanding how anything works is not going to help with finding the actual cause of problems. Proper troubleshooting with the help of the log files and screenshots is.

Do not use DynDOLOD and do not participate in the alpha test until you are able to meet the requirements to do so which includes being able to provide repeatedly requested logs and screenshots so the problem can be properly troubleshooted and solved.

Posted
2 hours ago, Chromatic said:

Thanks. RIght now here is what I am seeing: it reserves memory for a texture with X*Y resolution, and a few milliseconds later asks for the X*Y of the reserved memory and at some point the values returned are wrong, while everything worked perfectly fine for the same texture several times before for the earlier worldspaces.

So this seems to be something random. Can you double check that there are no instabilities caused by CPU overclocking, memory timings, other BIOS settings etc?
Can you double check main and video memory usage while the tool runs. Maybe really close everything else, including browsers and whatever else might be using video memory.

Run this test version https://mega.nz/file/9FYRHZ5C#dNqoWMpDrH9LRN1nmGq5Brwnjo29MjQ9eBmVTn4GieY and upload new bugreport.txt, log and debug log.

Posted

Would you mind updating the Nexus Main File version on Nexus for NG? Otherwise, it's manual labor editing metadata to make MO see that you are using the latest version.

image.png

Posted
1 hour ago, z929669 said:

Would you mind updating the Nexus Main File version on Nexus for NG? Otherwise, it's manual labor editing metadata to make MO see that you are using the latest version.

image.png

I must have forgot to check that this is the latest version check box. Fixed.

  • Thanks 1
Posted (edited)

Hello, currently getting repeated crashes while attempting to cross the estuary separating Solitude from the marshes north of Morthal. Using Alpha-156.
Here's the crashlog https://pastebin.com/sWkypg9V where DynDOLOD is being pointed to, and the corresponding DynDOLOD generation logs are attached. As always, thanks for all your hard work.

EDIT: Forgot debug log, uploading now and will post it here.
EDIT 2: Here's the debug log https://ufile.io/vzz9bnx8

DynDOLOD_SSE_log.txt

Edited by S-Matrix
Posted
7 hours ago, S-Matrix said:

Hello, currently getting repeated crashes while attempting to cross the estuary separating Solitude from the marshes north of Morthal. Using Alpha-156.
Here's the crashlog https://pastebin.com/sWkypg9V where DynDOLOD is being pointed to, and the corresponding DynDOLOD generation logs are attached. As always, thanks for all your hard work.

EDIT: Forgot debug log, uploading now and will post it here.
EDIT 2: Here's the debug log https://ufile.io/vzz9bnx8

DynDOLOD_SSE_log.txt 1.84 MB · 0 downloads

What the crash log seems to point to is Architecture\Solitude\SBlackSmith.nif which is used by the mentioned references and base records defined or overwritten by DynDOLOD plugins.

Test if the NIF opens in NifSkope, run it through CAO or try removing or replacing it.

If you found that the NIF really causes the crash and it comes that way with a mod, then upload the NIF as is.

Posted
4 hours ago, sheson said:

What the crash log seems to point to is Architecture\Solitude\SBlackSmith.nif which is used by the mentioned references and base records defined or overwritten by DynDOLOD plugins.

Test if the NIF opens in NifSkope, run it through CAO or try removing or replacing it.

If you found that the NIF really causes the crash and it comes that way with a mod, then upload the NIF as is.

Hi sheson, thanks for the reply - as per your suggestion I checked to make sure the mesh would open properly in NifSkope, and it did indeed do so.

Next, using MO2's "Data" tab, I was able to see each mod in my load order that was contributing a version of the mesh; the one provided by "Flickering Meshes Fix" was the overriding version, so I isolated and then deactivated that file from the mod, and returned to the problem area, but the issue persisted. Before trying CAO, I decided to try removing the version of the mesh provided by "Assorted Mesh Fixes", which was next in line in terms of override/use by the game, but the crash still occurred. I repeated the process one last time with the "Landscape and Water Fixes" version of the mesh, mostly as a sanity check - alas: crash.

Honestly, I'm not the most knowledgeable about troubleshooting mesh issues, especially with a completed DynDOLOD output in the mix, so this was mostly just me trying to brute force possible resolutions without being able to parse/tinker with the DynDOLOD output itself. While it yielded no results on my end, maybe this info can help with your more seasoned diagnosis. It indicates to me (and again, I'm pretty inexperienced) that the construction of the mesh itself isn't the root cause of the crash, since even across multiple different versions of the mesh, sblacksmith.nif still appears in the crashlog.

If it does end up being related to DynDOLOD, would I need to regenerate LOD in order to test solutions? Is there a "mini-run" I can do, localized to the Solitude region, to save on generation time, in that case? Let me know if anything jumps out about the issue, or if there's some other things I can try in the meantime. Thanks!

Posted
27 minutes ago, S-Matrix said:

Hi sheson, thanks for the reply - as per your suggestion I checked to make sure the mesh would open properly in NifSkope, and it did indeed do so.

Next, using MO2's "Data" tab, I was able to see each mod in my load order that was contributing a version of the mesh; the one provided by "Flickering Meshes Fix" was the overriding version, so I isolated and then deactivated that file from the mod, and returned to the problem area, but the issue persisted. Before trying CAO, I decided to try removing the version of the mesh provided by "Assorted Mesh Fixes", which was next in line in terms of override/use by the game, but the crash still occurred. I repeated the process one last time with the "Landscape and Water Fixes" version of the mesh, mostly as a sanity check - alas: crash.

Honestly, I'm not the most knowledgeable about troubleshooting mesh issues, especially with a completed DynDOLOD output in the mix, so this was mostly just me trying to brute force possible resolutions without being able to parse/tinker with the DynDOLOD output itself. While it yielded no results on my end, maybe this info can help with your more seasoned diagnosis. It indicates to me (and again, I'm pretty inexperienced) that the construction of the mesh itself isn't the root cause of the crash, since even across multiple different versions of the mesh, sblacksmith.nif still appears in the crashlog.

If it does end up being related to DynDOLOD, would I need to regenerate LOD in order to test solutions? Is there a "mini-run" I can do, localized to the Solitude region, to save on generation time, in that case? Let me know if anything jumps out about the issue, or if there's some other things I can try in the meantime. Thanks!

Make sure to enable archive parsing in MO2 Settings, tab Workarounds.
Once you are down to the Unofficial Patch or the vanilla Meshes0.bsa for the NIF, we can probably assume that the NIF is OK.

In that case start xEdit and load the entire load order. Then enter 1D0422B9 in the form ID field top left and hit enter so the right window shows the record. In case DynDOLOD.esm is not loaded at load order 1D, adjust the first two digits accordingly to what is shown in the left tree view for DynDOLOD.esm.
Scroll to the very right and make a screenshot. If necessary also scroll down and make more screenshots.
Repeat with form ID 0008618F
Upload those screenshots.

Posted
7 minutes ago, sheson said:

Make sure to enable archive parsing in MO2 Settings, tab Workarounds.
Once you are down to the Unofficial Patch or the vanilla Meshes0.bsa for the NIF, we can probably assume that the NIF is OK.

In that case start xEdit and load the entire load order. Then enter 1D0422B9 in the form ID field top left and hit enter so the right window shows the record. In case DynDOLOD.esm is not loaded at load order 1D, adjust the first two digits accordingly to what is shown in the left tree view for DynDOLOD.esm.
Scroll to the very right and make a screenshot. If necessary also scroll down and make more screenshots.
Repeat with form ID 0008618F
Upload those screenshots.

https://imgur.com/a/xNfWHAC

Let me know if this is everything as you wanted it/if you need anything else at the moment, and I appreciate you sticking with this.

Posted
42 minutes ago, S-Matrix said:

https://imgur.com/a/xNfWHAC

Let me know if this is everything as you wanted it/if you need anything else at the moment, and I appreciate you sticking with this.

All good. Records are fine.

To double check if the records or NIF are causing the crash, make a backup of DynDOLOD.esm, bring up 1D0422B9 in xEdit again and then right click DynDOLOD.esm in the header column of the right window that shows the record, select remove, save.

If there is still a crash, upload the new crash log. If there is not crash just let me know.

Posted
15 minutes ago, sheson said:

All good. Records are fine.

To double check if the records or NIF are causing the crash, make a backup of DynDOLOD.esm, bring up 1D0422B9 in xEdit again and then right click DynDOLOD.esm in the header column of the right window that shows the record, select remove, save.

If there is still a crash, upload the new crash log. If there is not crash just let me know.

Voila, that's fixed it! Thanks so much Sheson, and let me know if you need anything else from my end to figure out the root cause of this, or if there's anything else I need to do as far as generation is concerned now that the ESM is edited.

Posted
30 minutes ago, S-Matrix said:

Voila, that's fixed it! Thanks so much Sheson, and let me know if you need anything else from my end to figure out the root cause of this, or if there's anything else I need to do as far as generation is concerned now that the ESM is edited.

That was just a troubleshooting step.

So it still crashed with the NIF from unofficial patch or the vanilla NIF? Make sure in MO2 right window data tab.
In that case we should have a look at the used textures.

To list the used textures, open the Asset Browser in xEdit with CTRL+F3
Enter sblacksmith.nif into the filter field.
Highlight the found file in the list, the status at the bottom will then list all used textures.
Check with MO2 right data tab again which mods the used textures come from.

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