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Posted
22 hours ago, Blackread said:

I still have a couple plugins that get unresolved IDs even when loading alone, I'll attach them here. But it looks like, at least in the case of these plugins, it happens with disabled large refs.

I can't say what the exact conditions are for the wrong position glitch. What I can say though, is that running the RNAM script on COTN - Falkreath.esp after adding the ESM flag does not resolve the issue. Judging by the log output, in the case of this plugin, the script only adds new refs, and does not update the vanilla ones.

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There's also the issue of large ref occlusion planes, which will also be affected by this glitch. So even after fixing the longhouse, the occlusion planes would still be left behind, and they'd need to be fixed too.

I'll attach the modified COTN - Falkreath.esp here too.

There are other mods I have seen this happen with too, like the aforementioned Great City of Solitude moving the Red Wave and RedBag's Rorikstead moving some cliffs in the surrounding area (which I separated into their own plugin, still resulting in this glitch). When going through all the overwritten large references I saw that at least Quaint Raven Rock also had several of these references that were moved to different cells, but I didn't inspect what that place looked like ingame prior to fixing it.

One other mod suffering from this is eFPS. There it's not very apparent though, because the planes are always inside buildings anyway. But I wager that many of the large reference planes they moved to other cells aren't actually where they expect them to be.

Large Ref Plugins.7z 7.07 kB · 1 download COTN - Falkreath.7z 596.12 kB · 1 download

Find line #161 in the Skyrim SE - Generate Large References.pas and change it to
SetElementEditValues(rnam, 'Ref', Name(e));

That should fix the unresolved form IDs.

To both @Blackread and @Mousetick, I am going to test some stuff around those large reference bugs over the next days. Thanks for all the information.

Posted
3 hours ago, sheson said:

Find line #161 in the Skyrim SE - Generate Large References.pas and change it to
SetElementEditValues(rnam, 'Ref', Name(e));

That should fix the unresolved form IDs.

That did the trick, thank you. ^^

Posted
5 hours ago, sheson said:

I am going to test some stuff around those large reference bugs over the next days.

If you're going to try out my simple test plugin and accompanying test cases, I forgot to mention that I was using a vanilla configuration generated by Skyrim SE Launcher, particularly uLargeRefLODGridSize=9, which might be important to reproduce the bugs exactly as the tests intend to.

I've been doing some more tests on my side and I've given up on finding a pattern, trying to define a general rule. With some old/new cells combinations, I can't seem to be able to trigger the bug. There are too many factors involved, many unknown, so, short of reverse-engineering the whole caboodle, it seems impossible to predict the behavior. The position of old and new cells relative to each other, the position of the cells on the worldspace grid, the position of the cells in the RNAM table, the algorithm used to scan cells to load, the algorithm to load near references around the player, the algorithm to load large references around the player, the phase of the moon, etc. each may be a factor.

What's really interesting though about this bug is it shows the engine remembers the original position/scale/other properties of the large reference, as defined in its parent ESM (the one with the RNAM table). It must be keeping it around in memory somehow, otherwise it wouldn't be able to (incorrectly) load the reference at its original position/scale in the old cell.

5 hours ago, sheson said:

Thanks for all the information.

No problem. Glad to help a bit and return the favor, for once :)

Posted (edited)

This is a suggestion/question as I am surprised this feature doesn't already exist (to me it is a fairly obvious feature).  I am curious if there is a reason why a "Select All" option doesn't exist on the "Select Worldspaces" page.  Is there a reason why we shouldn't do all world spaces?

 

EDIT:  I have used dyndolod a few times in the past with mixed results.  Last time the trees didn't turn out well but with the new version I hope things go better.

Edited by primem0ver
Posted

I spotted toxic water lods sometimes like this.

KazitSh.jpeg

qYITt2A.jpeg

If i save and restart game lods are fine.

aLKrZmX.jpeg

VfothQV.jpeg

 

Any suggestions?

Posted
59 minutes ago, had said:

I spotted toxic water lods sometimes like this.

KazitSh.jpeg

qYITt2A.jpeg

If i save and restart game lods are fine.

aLKrZmX.jpeg

VfothQV.jpeg

 

Any suggestions?

https://dyndolod.info/How-LOD-Works
In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD.

https://dyndolod.info/Help/Terrain-LOD
At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks is defined by the LOD water record defined on the worldspace record of the highest plugin at generation time, which is copied to create the DynDOLOD and Occlusion plugins.

Posted
1 hour ago, sheson said:

https://dyndolod.info/How-LOD-Works
In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD.

https://dyndolod.info/Help/Terrain-LOD
At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks is defined by the LOD water record defined on the worldspace record of the highest plugin at generation time, which is copied to create the DynDOLOD and Occlusion plugins.

Last time i was here it was water lod problem related to dyndolod.

Maybe it not a case for this problem, i dont know how to narrow it.

Since it fixes on game reload i cant remove dyndolod output to check if it is case.

Posted
56 minutes ago, had said:

Last time i was here it was water lod problem related to dyndolod.

Maybe it not a case for this problem, i dont know how to narrow it.

Since it fixes on game reload i cant remove dyndolod output to check if it is case.

What is preventing you from checking if LOD water record was properly forwarded to the generated plugins?

What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever?

Troubleshooting always works the same. Remove everything until only the problematic stuff remains.

If there is any connection, test generating LOD without any LOD assets from third party (water) mods.

Posted
1 hour ago, sheson said:

What is preventing you from checking if LOD water record was properly forwarded to the generated plugins?

Yes, i checked in sse edit and seems like everything from rwt2 is forwarded.

1 hour ago, sheson said:

What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever?

Sometimes part, Its very random, if you have no hints, i will try to find a way to reproduce it.

Posted

To updated to newest dyndolod version i removed it in mcm, saved, removed plugins, saved, used new dyndolod to generated, continued with new plugins.

Now (after couple of days playing) i spotted unattached instances in resaver, should i care?

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