Joe9075 Posted June 11, 2022 Posted June 11, 2022 Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line.
sheson Posted June 12, 2022 Author Posted June 12, 2022 9 hours ago, Joe9075 said: Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line. Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld. Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.
mouse0270 Posted June 12, 2022 Posted June 12, 2022 (edited) Trying to figure out if I am stupid or not... I am creating a fresh install of Skyrim AE. But No matter where I seem to put these programs... I keep getting the same error when I try running TexGenX64... I literally put it in c:\DynDOLOD\ as requested and it still gives me the same error. EDIT: I am stupid... I initially installed it via MO and then moved it out as it requested me to do so... But since the meta.ini file was still there, it wasn't liking that. Edited June 12, 2022 by mouse0270 Found the issue
Joe9075 Posted June 12, 2022 Posted June 12, 2022 18 hours ago, sheson said: Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld. Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above. I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing.
sheson Posted June 13, 2022 Author Posted June 13, 2022 On 6/13/2022 at 1:20 AM, Joe9075 said: I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing. You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed? The game does not crash if the reference is removed and the Cell is empty? There is no such thing as a bad cell. This probably means a dynamic LOD reference insside the Far Grid area (21 x 21 cells by default) around this cell might be using a problematic assets.
TomForStep Posted June 13, 2022 Posted June 13, 2022 On 6/10/2022 at 9:52 AM, TomForStep said: After running TexGen and DynDOLOD 3 Alpha 94, everything seems to be fine so far except for those missing textures in Windhelm as seen below in the spoiler section. It happens both with Skyrim 2020 Parallax (for Windhelm) or with Northfire's Windhelm Parallax meshes. What could be the issue? Reveal hidden contents On 6/10/2022 at 10:11 AM, sheson said: Read the first post which log and debug log to upload when making posts. This looks like parallax textures are missing or wrong snow shader for them. For example https://www.nexusmods.com/skyrimspecialedition/mods/52111 Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information: When I disable DynDOLOD.esm, DynDOLOD.esp and Occlusion.esp, the parallax textures (on WHmarket02.nif) show up perfectly fine (I am using Better Dynamic Snow Patcher xEdit Script and Better Dynamic Snow Patches. Console output looks like this for the corresponding object: Base defined/last changed -> Skyrim.esm Ref defined/last changed -> Skyrim.esm When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots. Console output then looks like this: Base defined/last changed -> DynDOLOD.esm Ref defined -> Skyrim.esm Ref last changed -> DynDOLOD.esm Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active? Here are the logs: https://ufile.io/jfwapyzg
sheson Posted June 13, 2022 Author Posted June 13, 2022 37 minutes ago, TomForStep said: Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information: When I disable DynDOLOD.esm, DynDOLOD.esp and Occlusion.esp, the parallax textures (on WHmarket02.nif) show up perfectly fine (I am using Better Dynamic Snow Patcher xEdit Script and Better Dynamic Snow Patches. Console output looks like this for the corresponding object: Base defined/last changed -> Skyrim.esm Ref defined/last changed -> Skyrim.esm When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots. Console output then looks like this: Base defined/last changed -> DynDOLOD.esm Ref defined -> Skyrim.esm Ref last changed -> DynDOLOD.esm Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active? Here are the logs: https://ufile.io/jfwapyzg Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards? Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches. If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp.
Joe9075 Posted June 13, 2022 Posted June 13, 2022 9 hours ago, sheson said: You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed? The game does not crash if the reference is removed and the Cell is empty? Yes
TomForStep Posted June 14, 2022 Posted June 14, 2022 On 6/13/2022 at 8:44 AM, sheson said: Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards? Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches. If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp. By the gods, " finalize the load order, generate LOD and then run the BDS patcher afterwards" did the trick. Never would have thought of that (didn't even have to move the BDS patcher plugin after DynDOLOD.esp). Danke schön :-)
Joe9075 Posted June 14, 2022 Posted June 14, 2022 10 hours ago, sheson said: Upload that version of DynDOLOD.esp please. In the meantime, test if only removing that one record from the original plugin fixes the problem. DynDOLOD.esp: https://ufile.io/g8v0wy6k
sheson Posted June 15, 2022 Author Posted June 15, 2022 23 hours ago, Joe9075 said: DynDOLOD.esp: https://ufile.io/g8v0wy6k Let me know what happens when the record is removed from the original DynDOLOD.esp. Also, if you could test if disabling Seasons switching has any affect on the crash. Edit po3_SeasonsOfSkyrim.ini and set Season Type = 0 and in case that makes a difference, test every season specific seasonb 1 through 4 to see which one crashes.
AndreySG Posted June 15, 2022 Posted June 15, 2022 Do I need to disable any mods before generating lods?
sheson Posted June 15, 2022 Author Posted June 15, 2022 1 hour ago, AndreySG said: Do I need to disable any mods before generating lods? Read the first post. Read https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Mods The only mod that ever needs disabling for the first pass is Open Cities Skyrim. It only should be enabled for the second pass. https://dyndolod.info/Mods/Open-Cities-Skyrim
dzee349 Posted June 17, 2022 Posted June 17, 2022 Hi Sheson! I’m looking to ESL-flag a medium sized mod that has worldspace edits (Unique Border Gates). DynDOLOD does not have any overlapping records with Unique Border Gates, although I suspect DynDOLOD generated LOD meshes and textures for Unique Border Gates since it’s an exterior/worldspace mod that adds buildings. Assuming that Unique Border Gates can be safely ESL-flagged, would I run into any issues if I don’t rerun DynDOLOD? Thanks so much!
sheson Posted June 17, 2022 Author Posted June 17, 2022 On 6/17/2022 at 3:09 AM, dzee349 said: Hi Sheson! I’m looking to ESL-flag a medium sized mod that has worldspace edits (Unique Border Gates). DynDOLOD does not have any overlapping records with Unique Border Gates, although I suspect DynDOLOD generated LOD meshes and textures for Unique Border Gates since it’s an exterior/worldspace mod that adds buildings. Assuming that Unique Border Gates can be safely ESL-flagged, would I run into any issues if I don’t rerun DynDOLOD? Thanks so much! If the plugin is not a master in any of the generated plugins and the plugin filename is not mentioned in any of the DynDOLOD output ..SKSE\Plugins\DynDOLOD_Data\DynDOLOD_[worldspace name]_Objects.txt files then you do not have to generated LOD scratch.
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