aufisch Posted December 22, 2023 Posted December 22, 2023 Sorry if I sounded disrespectful. I don't know how DynDOLOD works, I always assumed it would only process certain pre-defined records, but it makes sense that it would process all of static records. I have since tried again twice, and it went through the third time. I have uploaded the corresponding bugreport.txt, but I don't have the original debug log anymore as it got overwritten. I uploaded the last debug log (of the successful run) anyway as neither my modlist, nor the load-order has changed since. debug log: https://ufile.io/a5ixrhqm Bugreport: https://ufile.io/x5tak6wt
vrnord Posted December 23, 2023 Posted December 23, 2023 Thanks for all the effort you put into Dyndolod! Observation: grass lods on the sides of grassy hills (hillside is greater than maybe 35 degree angle) are seen more from the top of the model than the side, especially when you are on a different hill and thus viewing from above. The effect is obviously "X" - shaped things littered on hillsides that I know are grass lods but don't resemble grass at all from that viewing angle. This is most egregious in the Reach where there are lots of grassy hills and not so many trees to block the view. My suggestion is to have an option to rotate all grass lod models on their axis when rendering Dyndolod so they are always fully upright instead of whatever angle/slant the actual grass plant will be when you enter the active cell: that way the side of the model should always be more visible than the top. Thanks again!
sheson Posted December 23, 2023 Author Posted December 23, 2023 5 hours ago, aufisch said: Sorry if I sounded disrespectful. I don't know how DynDOLOD works, I always assumed it would only process certain pre-defined records, but it makes sense that it would process all of static records. I have since tried again twice, and it went through the third time. I have uploaded the corresponding bugreport.txt, but I don't have the original debug log anymore as it got overwritten. I uploaded the last debug log (of the successful run) anyway as neither my modlist, nor the load-order has changed since. debug log: https://ufile.io/a5ixrhqm Bugreport: https://ufile.io/x5tak6wt It's probably a race condition. If you come across it again, upload the new debug log and bugreport.txt. See https://dyndolod.info/DynDOLOD-Reference#3-Scan-base-records. It scans all base records of certain types which might be eligible for LOD.
sheson Posted December 23, 2023 Author Posted December 23, 2023 34 minutes ago, vrnord said: Thanks for all the effort you put into Dyndolod! Observation: grass lods on the sides of grassy hills (hillside is greater than maybe 35 degree angle) are seen more from the top of the model than the side, especially when you are on a different hill and thus viewing from above. The effect is obviously "X" - shaped things littered on hillsides that I know are grass lods but don't resemble grass at all from that viewing angle. This is most egregious in the Reach where there are lots of grassy hills and not so many trees to block the view. My suggestion is to have an option to rotate all grass lod models on their axis when rendering Dyndolod so they are always fully upright instead of whatever angle/slant the actual grass plant will be when you enter the active cell: that way the side of the model should always be more visible than the top. Thanks again! No screenshots or logs have been provided. This is most likely not going to have the result you believe it does. It will make grass LOD billboards not follow the terrain which can be very obvious on steep hills, with a more visible switch and have the same problem when viewed from somewhere else. For the time being you could experiment by increasing the slight angle of the planes in the NIF used for grass LOD. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Even some full grasses have similar problems.
vrnord Posted December 23, 2023 Posted December 23, 2023 (edited) 10 hours ago, sheson said: No screenshots or logs have been provided. This is most likely not going to have the result you believe it does. It will make grass LOD billboards not follow the terrain which can be very obvious on steep hills, with a more visible switch and have the same problem when viewed from somewhere else. For the time being you could experiment by increasing the slight angle of the planes in the NIF used for grass LOD. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Even some full grasses have similar problems. OK, thanks for the reply! EDIT: Alternate thought: what if there was a variable in the Dyndolod config .ini file to set maximum grass lod slope/angle in degrees? Any grass plants in the cache with a slope greater than that are automatically ignored by Dyndolod. Obviously then transition would still be a little odd when the bald side of a hill suddenly has grass, but for me at least that is preferable to the hillside having "X's" from a distance. Edited December 23, 2023 by vrnord
Surfwater401 Posted December 24, 2023 Posted December 24, 2023 Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them.
z929669 Posted December 24, 2023 Posted December 24, 2023 11 minutes ago, Surfwater401 said: Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them. The documentation explains all this.
sheson Posted December 24, 2023 Author Posted December 24, 2023 7 hours ago, Surfwater401 said: Got my mods installed and have the all the requirements and latest versions for DynDOLOD. No Issues with TexGen, but once I start DynDolod and let it load, get these few errors. Apart from these messages there was no other issues. I just want to know if these are normal messages or if they aren't what can be done to resolve them. Moved to the DynDOLOD Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to not post screenshots of text. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages Read https://dyndolod.info/Help/Summary-Of-Messages Ask specific questions about a message/mod if required while providing the required logs.
FireCulex Posted December 24, 2023 Posted December 24, 2023 (edited) After 3 hours DynDOLOD is completed and it crashes. [1:53:17] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully [1:53:17] LODGenx64Win.exe generated object LOD for Tamriel successfully [1:53:17] Created a summary of log messages D:\Skytools\DynDOLOD\Summary\DynDOLOD_Index.html. Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000 Error: Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000. If I press OK it generates the Masters. Edited December 24, 2023 by FireCulex
sheson Posted December 24, 2023 Author Posted December 24, 2023 56 minutes ago, FireCulex said: After 3 hours DynDOLOD is completed and it crashes. [1:53:17] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully [1:53:17] LODGenx64Win.exe generated object LOD for Tamriel successfully [1:53:17] Created a summary of log messages D:\Skytools\DynDOLOD\Summary\DynDOLOD_Index.html. Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000 Error: Access violation at address 000000000126DDFE in module 'DynDOLODx64.exe'. Read of address 0000000000000000. If I press OK it generates the Masters. Moved to the DynDOLOD Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log, debug log and bugreport.txt to upload when making posts. Read https://dyndolod.info/Official-Support-Forum#Copy-and-Paste-Text
quochunganhphu Posted December 24, 2023 Posted December 24, 2023 new version of Dyndolod keeps forwarding vanilla water LOD record, im currently using Water of ENB which use another water LOD, disable Dyndolod fixed it
sheson Posted December 24, 2023 Author Posted December 24, 2023 On 12/24/2023 at 4:09 PM, quochunganhphu said: new version of Dyndolod keeps forwarding vanilla water LOD record, im currently using Water of ENB which use another water LOD, disable Dyndolod fixed it Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log, debug log to upload when making posts. See https://dyndolod.info/Changelog for Alpha-160 DynDOLOD.exe - added support for Partial Form flag DynDOLOD.exe - added PartialWorldspace and PartialPersistentCell INI settings to set the partial form flag on these overwrite records in the DynDOLOD and occlusion plugins In the changelog entry, you can hover the term Partial Form Flag for a hint or check https://dyndolod.info/Terminology: Records that have the Partial Form flag set do not overwrite the data of the record from the plugin loaded before them. Only a few record types support it. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-162/page/592/#elControls_276351_menu This means the game should use the record from the last plugin before DynDOLOD.esp and Occlusion.esp as they do not contain/overwrite it.
quochunganhphu Posted December 24, 2023 Posted December 24, 2023 48 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log, debug log to upload when making posts. See https://dyndolod.info/Changelog for Alpha-160 DynDOLOD.exe - added support for Partial Form flag DynDOLOD.exe - added PartialWorldspace and PartialPersistentCell INI settings to set the partial form flag on these overwrite records in the DynDOLOD and occlusion plugins In the changelog entry, you can hover the term Partial Form Flag for a hint or check https://dyndolod.info/Terminology: Records that have the Partial Form flag set do not overwrite the data of the record from the plugin loaded before them. Only a few record types support it. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-162/page/592/#elControls_276351_menu This means the gama should use the record from the last plugin before DynDOLOD.esp and Occlusion.esp as they do not contain/overwrite it. then what should i do next, the last plugin loaded before dyndolod and occlusion esp does have the correct water LOD, but when i check in sseedit it still get overwrited somehow Logs.rar
sheson Posted December 24, 2023 Author Posted December 24, 2023 1 hour ago, quochunganhphu said: then what should i do next, the last plugin loaded before dyndolod and occlusion esp does have the correct water LOD, but when i check in sseedit it still get overwrited somehow Logs.rar 1.2 MB · 1 download The logs only show starting the tool without the generation. The game should be using the records from the last plugin to contain them. If the load order in the game is the same as the one shown by the xEdit screenshot, it should be the one from Northern Roads - Water for ENB (Shades of Skyrim) - Water patch.esp If you want DynDOLOD.esp and Occlusion.esp to not use the partial form flag and instead copy the record from the last plugin so it stays the same even if the load order before them changes, set PartialWorldspace=0 in H:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini>
kaytu Posted December 24, 2023 Posted December 24, 2023 (edited) [00:11] Large reference bugs workarounds requirements not met. DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes Either meet all requirements or remove DynDOLOD.DLL NG and Scripts from the load order. Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21)) [00:11] 00000000 ??? 00ecb3d2 DynDOLODx64.exe DynDOLODMain 10707 DynDOLODMainInit 00fc86dc DynDOLODx64.exe xeMainForm 4887 TfrmMain.DoGenerateLOD 01029168 DynDOLODx64.exe xeMainForm 17721 TfrmMain.tmrGeneratorTimer 007bed20 DynDOLODx64.exe Vcl.ExtCtrls TTimer.Timer 007beb48 DynDOLODx64.exe Vcl.ExtCtrls TTimer.WndProc 005e3693 DynDOLODx64.exe System.Classes StdWndProc 7ff98728 USER32.dll DispatchMessageW 0085e2fe DynDOLODx64.exe Vcl.Forms TApplication.ProcessMessage 0085e373 DynDOLODx64.exe Vcl.Forms TApplication.HandleMessage 0085e7ca DynDOLODx64.exe Vcl.Forms TApplication.Run 01d4a420 DynDOLODx64.exe DynDOLOD 184 initialization 7ff98793 KERNEL32.DLL BaseThreadInitThunk 7ff988e2 ntdll.dll RtlUserThreadStart [00:11] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog> [00:11] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog> <Error: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))> Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes) ^ when I run DynDOLOD64.exe after TexGen64.exe. Please dont send me back to: "https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds" It is of no help at my level of understanding of the mechanics at this time. I attempted the following: 1. Downloaded DynDOLOD 3 Alpha ( 162 ) because of this message on 2.x's POSTS. My Skyrim SE version is 1.6.1130. Quote "DynDOLOD 2.x will not work with game plugins version 1.71 or higher used by runtime version 1.6.1130 or higher. Use DynDOLOD 3 Alpha instead." 2. Next, based on the instructions offered here and the helpful graphic here in his video by this gentlemen here, I proceeded to download the remaining dependencies. That is, "DynDOLOD Resources SE 3" and " DynDOLOD DLL NG" ( specifically: DynDOLOD DLL NG 1.6.1130 and Scripts 3.00 ). I used NG because of the table here and the following on the Description page at nexusmods: Quote This is used instead of PapyrusUtil / DynDOLOD DLL SE/VR. 3. Finally, I ran TexGenx64 successfully, followed by DynDOLOGx64.exe which failed with error snippet and logs ( attached ). Please advise. DynDOLOD_SSE_Debug_log.txt Edited December 24, 2023 by kaytu Hyperlink was missing
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now