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Posted
5 hours ago, Phlunder said:

Its less visible than before, but the issue itself persists.

This looks very similar to an old issue (description and resolution) which was fixed in Alpha 107 (Changelog: DynDOLOD.exe - fixed not clamping mipmap generation). I don't know if this information is helpful, as it could be the same effect from a different cause rather than a regression, but I'm pointing it out just in case.

  • Thanks 1
Posted

Quick question:
I generated LOD grass, everything fine, but I wasnt ok with the FPS hit, 15 FPS more or less, so I did something silly: disabled NGIO, grass cache, etc, only left Dyndolod.
As expected, the FPS were back, but to my surprise the grass LODs stayed! free grass LODs! it only displayed an error, something like "dyndolod different script version" or something like that, I cant remember.
The game runs just fine, grass and LODs load normally with nothing weird, only some invisible wind mills but nothing more than that, Im pretty happy with it. But the Dyndolod MCM settings arent getting saved.
Is there a way to disable the startup error and make the MCM settings stay?

Thanks.

 

Posted
11 hours ago, Pepedemur said:

Quick question:
I generated LOD grass, everything fine, but I wasnt ok with the FPS hit, 15 FPS more or less, so I did something silly: disabled NGIO, grass cache, etc, only left Dyndolod.
As expected, the FPS were back, but to my surprise the grass LODs stayed! free grass LODs! it only displayed an error, something like "dyndolod different script version" or something like that, I cant remember.
The game runs just fine, grass and LODs load normally with nothing weird, only some invisible wind mills but nothing more than that, Im pretty happy with it. But the Dyndolod MCM settings arent getting saved.
Is there a way to disable the startup error and make the MCM settings stay?

Thanks.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD generation requires grass cache files to generate grass LOD in object LOD. It is not really surprising, that generated object LOD works as it is designed to do.

If you have performance issues with full grass positions being loaded from grass cache files, but not when full grass positions are created every time new cells attach, then it most likely means, that the grass cache is out of date and should be updated.

If there is a message you need help with or you have questions about, then common sense is to reproduce the exact message. Any in-game error message, means there is a problem that should be fixed. Fixing the cause of the problem so that everything works, typically means there is no more message about the problem. The message may still be shown in the Last Message section of https://dyndolod.info/Help/Mod-Configuration-Menu#Main or can probably be found in the papyrus log. The https://dyndolod.info/FAQ may cover the message.

>only some invisible wind mills
That means LOD is not working normally and you should fix the error causing that.

It is unclear what MCM settings aren't getting saved. Most of the settings shown on the DynDOLOD SkyUI MCM - Settings page https://dyndolod.info/Help/Mod-Configuration-Menu#Settings are just the game INI settings, which the game loads/saves from its INIs. If they change, then it typically means a third party mod is setting them, for example SSE FPS Stabilizer.

Posted (edited)

Question - how to I get Texgen to generate billboard_1, billboard_2 and billboard_3 tree lods?  I want to use Billboard 3 option with 3 planes but I notice it wants all 3 textures but my Texgen output only has *_1.dds and *_2.dds for each tree; there is no *_3.dds.  I don't see options for that in the Texgen_SSE.ini file.  Thanks!

 

Edited by vrnord
Posted
8 hours ago, vrnord said:

Question - how to I get Texgen to generate billboard_1, billboard_2 and billboard_3 tree lods?  I want to use Billboard 3 option with 3 planes but I notice it wants all 3 textures but my Texgen output only has *_1.dds and *_2.dds for each tree; there is no *_3.dds.  I don't see options for that in the Texgen_SSE.ini file.  Thanks!

If TexGen would be able to generate 3 planes, then it would be explained in the documentation.

Posted
13 hours ago, sheson said:

If TexGen would be able to generate 3 planes, then it would be explained in the documentation.

Does that mean Billboard 3 isn't actually usable, or that it reuses one of the textures twice?  

Posted
10 hours ago, vrnord said:

Does that mean Billboard 3 isn't actually usable, or that it reuses one of the textures twice?  

The Billboard3 NIF was added before TexGen could create billboards. If it does not work with three textures make an error report.
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=249893
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=266927

 

Posted

Hi,

not sure this is even the right place for this.

After several hours of testing I've narrowed a very persistent CTD I'm getting down to Dyndolod. Behaviour is always the same: starting the game, loading in and playing work fine but after reloading the last save (most of the time it's a quick / auto save not sure if relevant) there is a high probability of CTD. It doesn't always happen but at least 50/50 chance. This never happens on the first load only consecutive loads. I've reproduced this consequently with and without Dyndolod active on new games each time.

I'm no expert on logs in any way but seems to point to a Papyrus error which is why I was looking at other SKSE plugins for some time. Load order and Dyndolod worked fine before the 1160 update.

Crashlog: https://pastebin.com/hegHQa5k
Papyrus log: https://pastebin.com/sLP0Wq04
Dyndolod log: too large for a paste but can upload it if needed

Posted
15 minutes ago, Skar2k said:

Hi,

not sure this is even the right place for this.

After several hours of testing I've narrowed a very persistent CTD I'm getting down to Dyndolod. Behaviour is always the same: starting the game, loading in and playing work fine but after reloading the last save (most of the time it's a quick / auto save not sure if relevant) there is a high probability of CTD. It doesn't always happen but at least 50/50 chance. This never happens on the first load only consecutive loads. I've reproduced this consequently with and without Dyndolod active on new games each time.

I'm no expert on logs in any way but seems to point to a Papyrus error which is why I was looking at other SKSE plugins for some time. Load order and Dyndolod worked fine before the 1160 update.

Crashlog: https://pastebin.com/hegHQa5k
Papyrus log: https://pastebin.com/sLP0Wq04
Dyndolod log: too large for a paste but can upload it if needed

Moved the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. They also explain how to zip and use a file service for large log files.

The crash log is not mentioning any DynDOLOD record/plugin in the call stack, which lists skse64_1_6_1130.dll, registers and entire stack, which lists the a horse record first, then EngineFixes.dll, then an NPC.

The papyrus log has only expected messages about DynDOLOD and its MCM.

What is the "1160 update"? Do you mean the 1.6.1130 update, which came out over a month ago?
Always use the latest version, generate LOD for the current load order from scratch.
Why do you believe this crash has anything to do with DynDOLOD?

Posted (edited)
11 minutes ago, sheson said:

Moved the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. They also explain how to zip and use a file service for large log files.

The crash log is not mentioning any DynDOLOD record/plugin in the call stack, which lists skse64_1_6_1130.dll, registers and entire stack, which lists the a horse record first, then EngineFixes.dll, then an NPC.

The papyrus log has only expected messages about DynDOLOD and its MCM.

What is the "1160 update"? Do you mean the 1.6.1130 update, which came out over a month ago?
Always use the latest version, generate LOD for the current load order from scratch.
Why do you believe this crash has anything to do with DynDOLOD?

Thanks for the reply. I uploaded the log here: https://ufile.io/cn4vvyrn https://ufile.io/z86doera

I've redone the LOD several times with the newest version and yes, I mean the 1130 Update. I'm not sure if it's actually Dyndolod but I've done a lot of test runs the last hours and turned off most other SKSE plugins. As soon as I turn Dyndolod back on I get CTDs. Not sure if it's actually a problem with Dyndolod but I can reproduce it like that consequently.

Edited by Skar2k
Posted
41 minutes ago, Skar2k said:

Thanks for the reply. I uploaded the log here: https://ufile.io/cn4vvyrn https://ufile.io/z86doera

I've redone the LOD several times with the newest version and yes, I mean the 1130 Update. I'm not sure if it's actually Dyndolod but I've done a lot of test runs the last hours and turned off most other SKSE plugins. As soon as I turn Dyndolod back on I get CTDs. Not sure if it's actually a problem with Dyndolod but I can reproduce it like that consequently.

Look at the crash log. The only time "DynDOLOD" is mentioned, is the list of DLLs and plugins.

Make sure the EngineFixes.toml has all the required changes for 1.6.1130.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct and working version for 1.6.1130.
Double check the SKSE log as well the loaded. If in doubt, disable them.

I also suggest to actually pay attention to log message from DynDOLOD and the summary as explained at https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages
Use NifSkope to fix meshes that have root blocks that are BSXFlags / NiNode. https://dyndolod.info/Messages/Root-Block
Use NifSkope to fix (make pure statics) or delete "LOD" meshes that have controller blocks. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
Try to fix or permanently remove broken plugins that have HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Do proper troubleshooting by elimination, where you remove everything step by step that does not contribute to the CTD until only the thing(s) that contribute remain.

Posted
9 minutes ago, sheson said:

Look at the crash log. The only time "DynDOLOD" is mentioned, is the list of DLLs and plugins.

Make sure the EngineFixes.toml has all the required changes for 1.6.1130.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct and working version for 1.6.1130.
Double check the SKSE log as well the loaded. If in doubt, disable them.

I also suggest to actually pay attention to log message from DynDOLOD and the summary as explained at https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages
Use NifSkope to fix meshes that have root blocks that are BSXFlags / NiNode. https://dyndolod.info/Messages/Root-Block
Use NifSkope to fix (make pure statics) or delete "LOD" meshes that have controller blocks. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
Try to fix or permanently remove broken plugins that have HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Do proper troubleshooting by elimination, where you remove everything step by step that does not contribute to the CTD until only the thing(s) that contribute remain.

Here is a log mentioning Dyndolod: https://pastebin.com/WWsngzDf

Thing is, every crashlog seems to point to something different but as soon as I remove Dyndolod the crashes stop. I will try to eliminiate all warnings from the Dyndolod log by removing the mods and do another test run following your advice. I have had a fully functional Dyndolod setup pre 1130 with this load order though.

Changes for engine fixes have been done and I've tripple checked all other SKSE plugins as well.

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