KRZ Posted June 6 Posted June 6 2 hours ago, sheson said: Make sure the mesh mask matches the desired full models and base records by clicking the "Check" button in the edit rules window I've already done those checks before to make sure I'd only get LOD for the shrubs I want. 2 hours ago, sheson said: Also upload E:\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Object_Report.old is included with the logs below 2 hours ago, sheson said: Upload new DynDOLOD log, debug log and DynDOLOD_SSE_Object_Report.txt with the correct order of the custom rules if problem persists. There is LOD for thicket01.nif now, otherwise all shrubs are gone. But thicket01.nif also appears at LOD16 Logs.
sheson Posted June 6 Author Posted June 6 54 minutes ago, KRZ said: I've already done those checks before to make sure I'd only get LOD for the shrubs I want. Object_Report.old is included with the logs below There is LOD for thicket01.nif now, otherwise all shrubs are gone. But thicket01.nif also appears at LOD16 Logs. You need to check the VWD flag for these rules to apply. Or set Grid to FarLOD.
KRZ Posted June 6 Posted June 6 1 hour ago, sheson said: You need to check the VWD flag for these rules to apply. Or set Grid to FarLOD. I'm sorry, that was a stupid mistake on my part. They're present for LOD now, however they also still show up at LOD16 Logs
sheson Posted June 7 Author Posted June 7 10 hours ago, KRZ said: I'm sorry, that was a stupid mistake on my part. They're present for LOD now, however they also still show up at LOD16 Logs Also upload E:\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt According to the DynDOLOD_SSE_Object_Report.txt, the rules for FallForestShrub, PineShrub, TundraShrub, ReachBush, ReachShrub, VineMaple and YellowShrub are now applied and they LOD 16 set to none. Make sure to add a rule for all models you want to affect. For example DeadShrub seems to be missing. Make sure the generated files are installed and not overwritten. Otherwise properly identify what it is you are seeing in LOD level 16 and post a screenshot closeup of the LOD area and a useful screenshot of its full model.
KRZ Posted June 7 Posted June 7 (edited) 2 hours ago, sheson said: Also upload E:\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt According to the DynDOLOD_SSE_Object_Report.txt, the rules for FallForestShrub, PineShrub, TundraShrub, ReachBush, ReachShrub, VineMaple and YellowShrub are now applied and they LOD 16 set to none. Make sure to add a rule for all models you want to affect. For example DeadShrub seems to be missing. Make sure the generated files are installed and not overwritten. Otherwise properly identify what it is you are seeing in LOD level 16 and post a screenshot closeup of the LOD area and a useful screenshot of its full model. Thanks for pointing that out, I think I understand now what's going on. That might have been it! I've removed the DeadShrubs rule because I disliked how they look on snow, but it's exactly those still showing up in LOD level 16. I pressume my options are either adding their rule back in so they're limited to LOD level 4/8 or remove them from the DynDOLOD_SSE_TexGen_Billboards_Skyrimesm.txt to prevent billboard generation all together cause otherwise the tree rule catches them? For sake of completion, though probably no longer necessary: Export_Tamriel Image Active Cell Image LOD level 16 Just completed another run with the rule for DeadShrubs added and there are no more shrubs in LOD level 16. Thank you for your help and patience sheson, this has been very insightful!! Edited June 7 by KRZ
sheson Posted June 7 Author Posted June 7 1 hour ago, KRZ said: Thanks for pointing that out, I think I understand now what's going on. That might have been it! I've removed the DeadShrubs rule because I disliked how they look on snow, but it's exactly those still showing up in LOD level 16. I pressume my options are either adding their rule back in so they're limited to LOD level 4/8 or remove them from the DynDOLOD_SSE_TexGen_Billboards_Skyrimesm.txt to prevent billboard generation all together cause otherwise the tree rule catches them? For sake of completion, though probably no longer necessary: Export_Tamriel Image Active Cell Image LOD level 16 Just completed another run with the rule for DeadShrubs added and there are no more shrubs in LOD level 16. Thank you for your help and patience sheson, this has been very insightful!! The best option is not to force their billboard generation with TexGen. You can also just delete all billboards files after the fact. 1
KRZ Posted June 7 Posted June 7 15 minutes ago, sheson said: The best option is not to force their billboard generation with TexGen. You can also just delete all billboards files after the fact. Got it, I'll do just that then. o7
LordOfTheNeverThere1992 Posted June 7 Posted June 7 Hey, sorry to be a bother but I've been experiencing a CTD in the Rigmor of Cyrodiil exterior worldspace consistently and have no idea what the cause is. All I know is that the CTD issue disappears when I turn off the DynDOLOD.esp file. I'm on the latest version of Skyrim and using the latest version of DynDOLOD and its associated files. Here's the crash log, the modlist.txt and the plugins.txt. If you need any other log files let me know. I'd really appreciate any sort of help at this point.
z929669 Posted June 7 Posted June 7 3 hours ago, LordOfTheNeverThere1992 said: Hey, sorry to be a bother but I've been experiencing a CTD in the Rigmor of Cyrodiil exterior worldspace consistently and have no idea what the cause is. All I know is that the CTD issue disappears when I turn off the DynDOLOD.esp file. I'm on the latest version of Skyrim and using the latest version of DynDOLOD and its associated files. Here's the crash log, the modlist.txt and the plugins.txt. If you need any other log files let me know. I'd really appreciate any sort of help at this point. See the OP for which log files to include, depending on the problem you are having.
LordOfTheNeverThere1992 Posted June 7 Posted June 7 2 hours ago, z929669 said: See the OP for which log files to include, depending on the problem you are having. Here's the logs that I could find related to DynDOLOD. There was no bugreport log file. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt I don't know why DynDOLOD is having issues with the rigmor_brumacitydoorsanim.nif but it's been crashing consistently when I run with DynDOLOD.esp enabled and the crash log points to that mesh.
sheson Posted June 8 Author Posted June 8 5 hours ago, LordOfTheNeverThere1992 said: Here's the logs that I could find related to DynDOLOD. There was no bugreport log file. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt I don't know why DynDOLOD is having issues with the rigmor_brumacitydoorsanim.nif but it's been crashing consistently when I run with DynDOLOD.esp enabled and the crash log points to that mesh. Does it alsocrash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil? If it also crashes with the original NIF, test if using this test version of DynDOLOD.DLL makes a difference. https://mega.nz/file/0MYzjBYA#J_0-482cmXSeHh8a5dnlEdLFsU3xxEZKc3ov-WuSD2A Just replace the DLL and use existing outputs.
LordOfTheNeverThere1992 Posted June 8 Posted June 8 52 minutes ago, sheson said: Does it alsocrash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil? If it also crashes with the original NIF, test if using this test version of DynDOLOD.DLL makes a difference. https://mega.nz/file/0MYzjBYA#J_0-482cmXSeHh8a5dnlEdLFsU3xxEZKc3ov-WuSD2A Just replace the DLL and use existing outputs. The new DLL fixed the issue. Thanks!
LordOfTheNeverThere1992 Posted June 8 Posted June 8 13 hours ago, LordOfTheNeverThere1992 said: The new DLL fixed the issue. Thanks! Actually I was mistaken. It fixes the issue when using the regular version of DynDOLODx64.exe but then that ruins the windmill fan again at Katla's Farm. Here's the logs from the build using the original DynDOLOD 3 instead of the test version that you gave me to fix the Windmill. This one doesn't cause a crash in the RoC exterior Worldspace with that new DLL. Maybe you'll spot the difference in the two versions that broke it: DynDOLOD_SSE_log DynDOLOD_SSE_Debug_log And here's the logs from the test version if you need them again for comparison: DynDOLOD_SSE_Debug_log (Test Version) DynDOLOD_SSE_log (Test Version)
sheson Posted June 9 Author Posted June 9 7 hours ago, LordOfTheNeverThere1992 said: Actually I was mistaken. It fixes the issue when using the regular version of DynDOLODx64.exe but then that ruins the windmill fan again at Katla's Farm. Here's the logs from the build using the original DynDOLOD 3 instead of the test version that you gave me to fix the Windmill. This one doesn't cause a crash in the RoC exterior Worldspace with that new DLL. Maybe you'll spot the difference in the two versions that broke it: DynDOLOD_SSE_log DynDOLOD_SSE_Debug_log And here's the logs from the test version if you need them again for comparison: DynDOLOD_SSE_Debug_log (Test Version) DynDOLOD_SSE_log (Test Version) Also upload ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt Report result of this: Does it also crash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil? If it also crashes with the original NIF, test if using this test version of DynDOLOD.DLL makes a difference. Just replace the DLL and use existing outputs. I assume the output when the crash happened originally was made with the test version and it stopped crashing when just the DLL was replaced. You then generated new output with the test version and the crash happened again. You then generated new output with the release version and the crash does not happen. Could it be that the crash is not 100% reproducibility?
LordOfTheNeverThere1992 Posted June 9 Posted June 9 9 hours ago, sheson said: Also upload ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt Report result of this: Does it also crash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil? If it also crashes with the original NIF, test if using this test version of DynDOLOD.DLL makes a difference. Just replace the DLL and use existing outputs. I assume the output when the crash happened originally was made with the test version and it stopped crashing when just the DLL was replaced. You then generated new output with the test version and the crash happened again. You then generated new output with the release version and the crash does not happen. Could it be that the crash is not 100% reproducibility? No the first time it didn't crash I accidently used the release version to make the DynDOLOD. It crashes consistently when I use the test version. Sorry for the confusion on that part. Here's the log you asked for from the release version output: DynDOLOD_NG_Tamriel.txt If you need the copy from the output with the test version for comparison then I'll need to recompile it again using that to get it so it'll take a little bit.
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