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Posted

Hello! I am trying DynDOLOD for the first time for a few season mods that I want to add to my Skyrim SE mod list. I've watched the step-by-step videos, and installed everything correctly (to my knowledge) and I am getting a lot of Warning messages when I run DynDOLOD. I don't when running TexGen, which make my think I'm doing something wrong... The warning messages are for different mods that I have installed and all start with "Overwritten large reference in [name of mod]". Is this normal or am I doing something wrong? It's all mods that add new textures to the game, but I want to make sure I'm running this correctly so I don't super mess up my mod list. 

 

Any advice would be much appreciated!

Posted
58 minutes ago, AutumnFox94 said:

Hello! I am trying DynDOLOD for the first time for a few season mods that I want to add to my Skyrim SE mod list. I've watched the step-by-step videos, and installed everything correctly (to my knowledge) and I am getting a lot of Warning messages when I run DynDOLOD. I don't when running TexGen, which make my think I'm doing something wrong... The warning messages are for different mods that I have installed and all start with "Overwritten large reference in [name of mod]". Is this normal or am I doing something wrong? It's all mods that add new textures to the game, but I want to make sure I'm running this correctly so I don't super mess up my mod list. 

 

Any advice would be much appreciated!

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

Check https://dyndolod.info/Messages for the explanations of log messages, warning and errors and the severity and if they require action. For example https://dyndolod.info/Messages/Overwritten-Large-Reference

Check the summary (..\DynDOLOD\Summary\DynDOLOD_Index.html) which consolidates many of the same log messages into an easier to browse format with the explanations. https://dyndolod.info/Help/Summary-Of-Messages

The well known large reference bugs caused by plugins are explained at https://dyndolod.info/Help/Large-References, including explanations for mod authors how to make plugins that do not cause the bugs (ignored by some mod authors for over half a decade) and a link to the experimental workarounds https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

If further explanations for a problem or how to solve them are needed, ask specific questions and provide the logs as explained in the first post.

Posted
10 hours ago, sheson said:

You installed the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions), right? Are any of them being overwritten by other mods?

That works but it's a band-aid fix for I'm trying to do. I have some of the meshes painted white (R=1,B=1,G=1) but DynDOLOD appears to delete them with the generated .btos, which throws out the vertex color alphas as well.

Posted
2 hours ago, ethqnm said:

That works but it's a band-aid fix for I'm trying to do. I have some of the meshes painted white (R=1,B=1,G=1) but DynDOLOD appears to delete them with the generated .btos, which throws out the vertex color alphas as well.

Why is using the LOD models included in the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions) a band-aid fix? Why are they being overwritten or changed? There is something you are not telling us.

If the vertex RGB colors of a combined supermesh are all > 0.9 they are optimized away by LODGen. So far regardless of alpha channel values, since LOD models using the HD snow/ash shader always have vertex colors with at least one color channel less than 0.9.

Posted

Howdy, I use DynDOLOD for a long time and never had any issues, yesterday I've changed my combination of textures (Replaced many with Parallax versions) and generated a new output from DynDOLOD, since then all games saved with this new output causes a crash on loading the save. Here is the crash log (It has the call stack and load order afterwards):

https://pastebin.com/y44VhsTQ

It is a very strange issue, because I can load or start any games without a problem, the LODS are working amazingly, and even if I make the save inside a small cell where there are no LODs, I still get the crash issue when loading it. When I turn off my new DynDOLOD output, I can save and reload without an issue.

The new output was generated using the exact same parameters as my previous output.

Posted
32 minutes ago, tugsthen said:

Howdy, I use DynDOLOD for a long time and never had any issues, yesterday I've changed my combination of textures (Replaced many with Parallax versions) and generated a new output from DynDOLOD, since then all games saved with this new output causes a crash on loading the save. Here is the crash log (It has the call stack and load order afterwards):

https://pastebin.com/y44VhsTQ

It is a very strange issue, because I can load or start any games without a problem, the LODS are working amazingly, and even if I make the save inside a small cell where there are no LODs, I still get the crash issue when loading it. When I turn off my new DynDOLOD output, I can save and reload without an issue.

The new output was generated using the exact same parameters as my previous output.

Read the first post which log and debug log to upload when making posts.

There might be a problem with MuJointFix.dll from Mu Joint Fix (Knee Fix dll edition). Test without the mod/dll/esp.

https://dyndolod.info/FAQ "ILS or CTD"
If there are problems loading saves, make sure the clean save procedure was followed correctly when updating from scratch.

Make a clean save as explained at https://dyndolod.info/Help/Clean-Save and https://dyndolod.info/Updating

Posted

Thanks for your answer Sheson, doing a clean save solved the issue for me. It just didn't come to mind, since I never had to do a clean save to update my DynDOLOD output, even when I used to use open cities.

Have a great weekend :)

Posted (edited)
On 2/24/2023 at 9:14 PM, sheson said:

It is pointless purposefully wasting time making posts that are obviously useless.

You're right. But taking Texgen over 1 hr instead of 5 mins couldn't be a Texgen problem. The logs where all good. I found the issue: the AMD GPU driver. I reverted back to version 22.5.2 and Texgen was fast again.

Maybe this helps someone else with the same problem.

Edited by DannyDeVito
Posted
26 minutes ago, DannyDeVito said:

You're right. But taking Texgen over 1 hr instead of 5 mins couldn't be a Texgen problem. The logs where all good. I found the issue: the AMD GPU driver. I reverted back to version 22.5.2 and Texgen was fast again.

Maybe this helps anyone else with the same problem.

Read the first post which log and debug log to upload when making posts.

The debug log contains the graphics card driver information.
We already know since a very long time that newer drivers with rewritten OpenGL support can be problematic. Using older drivers is a troubleshooting step and not a fix.
You are purposefully withholding logs that could help with this being looked into, analysed, despite several requests. 

Posted
3 hours ago, sheson said:

Why is using the LOD models included in the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions) a band-aid fix? Why are they being overwritten or changed? There is something you are not telling us.

If the vertex RGB colors of a combined supermesh are all > 0.9 they are optimized away by LODGen. So far regardless of alpha channel values, since LOD models using the HD snow/ash shader always have vertex colors with at least one color channel less than 0.9.

That explains it. Thanks!

I'm trying to remove the fake ambient occlusion effect on some of the mountain LOD meshes because they can sometimes look out of place with my setup.

Posted

I'm not sure if this is the right place to ask this, but why does the complex grass billboard (that is, the DynDOLOD_flat_4x2alt_lod.nif file) need to have a Back_Lighting flag? I noticed in my Skyrim the color seam between full grass and grass lods wasn't too prominent during daytime and nighttime, but when it's dawn or dusk some parts of the grass lods lit up like crazy while the full grass nearby are all dark. I later found out it's because both sides of the grass lods lit up when the sunlight was coming from one side. If you look towards the direction the sun is facing, full grass and grass lods would all light up and color seam would be minimal, but when you look towards the sun only the grass lods would light up. This resulted in a massive color difference and the effect in itself was also quite jarring to see. I experimented a little with DynDOLOD_flat_4x2alt_lod.nif and found out removing the Back_Lighting flag from the mesh makes complex grass lods generated with it react to sunlight normally. I'm not a Nifskope expert and there's always a possibility that only I encountered this strange phenomenon, so I came here to ask. FYI, I use Qw's Grass Patch (and its complex grass retexture, of course), Rudy Cathedral Zangdar ENB preset and EVLAS. Both DynDOLOD and ENB are at their latest versions.

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