Farsveinn Posted February 21, 2024 Posted February 21, 2024 (edited) On 2/18/2024 at 4:09 AM, sheson said: Replace Meshes\lod\nordicexterior\dragonmoundbase_lod_0.nif and dragonmoundbasealt_lod_0.nif from DynDOLOD Resources with these new versions. Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if they match better. Hi, after these actions came the opposite effect, now dynamic lods flicker (static - all ok), this model dyndolod\lod\effects\fxwaterfallbodytall02_1af8a0c0_dyndolod_lod.nif Last logs https://drive.google.com/file/d/1pjzB473ybCjuAzXaJy5KHIMIQllL1Q1e/view?usp=sharing Edited February 21, 2024 by Farsveinn
leostevano Posted February 21, 2024 Posted February 21, 2024 (edited) Sheson, I just installed this mod Ships on the Horizon and ran DynDolod, but it seems DynDolod ignored the mod and threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Loading High rules <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Here's my log : https://ufile.io/sflfnkrs I tried to set custom rules for it and it threw me this error : [01:21] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:21] [MarkarthWorld] Processing 2162 references [01:22] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:22] [WhiterunWorld] Processing 3136 references [01:23] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:23] [WindhelmWorld] Processing 2525 references [01:24] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:24] [RiftenWorld] Processing 2208 references [01:25] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:25] [SolitudeWorld] Processing 2820 references [01:26] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:27] [Tamriel] Processing 296049 references Edited February 21, 2024 by leostevano
sheson Posted February 21, 2024 Author Posted February 21, 2024 5 hours ago, Dennisb11234 said: Hello, i get this Error when using Dyndolod: Error: Range Check Error. i never had this Issues before when used Dyndolod. Some Days ago i have started with skyrim SE again and dyndolod had always worked without issues... I have tested Dyndolod DLL NG as well Dyndolod DLL SE for 1.597. Same Issues. My Dyndolod 3.0. Alpha 167 log says. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log and bugreport.txt (if it exists) to also upload when making posts.
sheson Posted February 21, 2024 Author Posted February 21, 2024 2 hours ago, leostevano said: Sheson, I just installed this mod Ships on the Horizon and ran DynDolod, but it seems DynDolod ignored the mod and threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Loading High rules <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Here's my log : https://ufile.io/sflfnkrs I tried to set custom rules for it and it threw me this error : [01:21] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:21] [MarkarthWorld] Processing 2162 references [01:22] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:22] [WhiterunWorld] Processing 3136 references [01:23] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:23] [WindhelmWorld] Processing 2525 references [01:24] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:24] [RiftenWorld] Processing 2208 references [01:25] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:25] [SolitudeWorld] Processing 2820 references [01:26] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:27] [Tamriel] Processing 296049 references Replace ..DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_shipsonthehorizonesp.ini which was made for 1.1 with the one attached for 1.2 DynDOLOD_SSE_shipsonthehorizonesp.ini Upload new logs in case there are still errors.
leostevano Posted February 22, 2024 Posted February 22, 2024 17 hours ago, sheson said: Replace ..DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_shipsonthehorizonesp.ini which was made for 1.1 with the one attached for 1.2 DynDOLOD_SSE_shipsonthehorizonesp.iniFetching info... Upload new logs in case there are still errors. Sorry for the late report, it worked! But it still threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CB800]> Full logs : https://ufile.io/0wo9iy9u
sheson Posted February 22, 2024 Author Posted February 22, 2024 7 hours ago, leostevano said: Sorry for the late report, it worked! But it still threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CB800]> Full logs : https://ufile.io/0wo9iy9u You still got the message because it load the saved default preset form the last generation that still contains the lines from the old config file. It is ignoring the "reference rule" because the form id now matches a STAT base record. Once you load the new rules with low, medium or high and generate LOD no message should show anymore about it if you start DynDOLOD again.
kelvineppolon Posted February 25, 2024 Posted February 25, 2024 I encountered "Error: [000001DD] <Error: Could not be resolved 2 >Reference." when I ran DynDOLOD 3 Alpha-167. In SSEEDIT, it is from The Serpent's Covenant - Quest Mod, and its header version is 1.71 (extends the number of new records in ESL). I'm using Skyrim SE 1.5.97 and Backported Extended ESL Support, so I guess DynDOLOD 3 Alpha-167 cannot recognize ESPFE header 1.71. Should I use DynDOLOD DLL NG and Scripts 3.00 Alpha 14 for SE 1.5.97, even if I do not use Large reference bugs workarounds? I set "uLargeRefLODGridSize=5" in my SkyrimPrefs.ini, and thus I set "IgnoreLargeReferences=1" in my DynDOLOD_SSE.ini.
tabaras Posted February 25, 2024 Posted February 25, 2024 Hi, I noticed SSEEdit's "check for errors" returns several "Unknown Record Flags" in CELLs in dyndolod.esp like this: [00:00] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D]) [00:00] CELL \ Record Header \ Record Flags -> <Unknown: 14 $E> and in MSTT in dyndolod.esm like this: Tamriel_Underside [MSTT:08006C62] [00:00] MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2> Is this normal? I have the "old" Skyrim SE 1.5.97 and using the latest DynDOLOD alpha, xLODGen and DynDOLOD DLL NG and Scripts 3.00.
sheson Posted February 25, 2024 Author Posted February 25, 2024 5 hours ago, kelvineppolon said: I encountered "Error: [000001DD] <Error: Could not be resolved 2 >Reference." when I ran DynDOLOD 3 Alpha-167. In SSEEDIT, it is from The Serpent's Covenant - Quest Mod, and its header version is 1.71 (extends the number of new records in ESL). I'm using Skyrim SE 1.5.97 and Backported Extended ESL Support, so I guess DynDOLOD 3 Alpha-167 cannot recognize ESPFE header 1.71. Should I use DynDOLOD DLL NG and Scripts 3.00 Alpha 14 for SE 1.5.97, even if I do not use Large reference bugs workarounds? I set "uLargeRefLODGridSize=5" in my SkyrimPrefs.ini, and thus I set "IgnoreLargeReferences=1" in my DynDOLOD_SSE.ini. 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. Use the "Click on this link for additional explanations and help for this message" of messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further explanations and help for a message as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages/Unresolved-Form-ID for explanations about possible causes and fixes of unresolved form IDs. See https://dyndolod.info/Changelog Support for plugins with version 1.71 has been added in Alpha 157 December 6th, 2023. DynDOLOD DLL NG has scriptless dynamic LOD and other fixes even if the large reference system is disabled. It always requires the large reference bugs workarounds checkbox checked. The IgnoreLargeReferences setting is irrelevant with it.
sheson Posted February 25, 2024 Author Posted February 25, 2024 1 hour ago, tabaras said: Hi, I noticed SSEEdit's "check for errors" returns several "Unknown Record Flags" in CELLs in dyndolod.esp like this: [00:00] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D]) [00:00] CELL \ Record Header \ Record Flags -> <Unknown: 14 $E> and in MSTT in dyndolod.esm like this: Tamriel_Underside [MSTT:08006C62] [00:00] MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2> Is this normal? I have the "old" Skyrim SE 1.5.97 and using the latest DynDOLOD alpha, xLODGen and DynDOLOD DLL NG and Scripts 3.00. Moved to the DynDOLOD 3 alpha thread. Use latest xEdit build from discord server to have flag 14 show its name. Use search: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/600/#comment-276720 Read FAQ: https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
Farsveinn Posted February 25, 2024 Posted February 25, 2024 (edited) Hi, it's me again. As I wrote, this fix didn't help, moreover, now I have the opposite effect. I have now disabled all graphics mods, community shaders, generated texgen and dyndolod using only resources. (yes i know, the terrane texture is not vanilla, i didn't regenerate the terrane). The animated waterfalls flicker, as does this section of the mountain. It's insane. logs Edited February 25, 2024 by Farsveinn
sheson Posted February 25, 2024 Author Posted February 25, 2024 9 hours ago, Farsveinn said: Hi, it's me again. As I wrote, this fix didn't help, moreover, now I have the opposite effect. I have now disabled all graphics mods, community shaders, generated texgen and dyndolod using only resources. (yes i know, the terrane texture is not vanilla, i didn't regenerate the terrane). The animated waterfalls flicker, as does this section of the mountain. It's insane. logs Make useful screenshots with more informative console of the dynamic LOD model and the full model. Does the flicker stop when disabling all static LOD with tll in console?
Farsveinn Posted February 26, 2024 Posted February 26, 2024 (edited) It's the same waterfall as before. Yes, if I disable it via console or disable DynDoLod in MCM, the flickering stops. It's fxwaterfallbodytall02_dyndolod_lod.nif Tested on default settings, no graphics mods, just skse tweaks, interface tweaks and unofficial patch (and some minor things that couldn't affect the result). It's most likely my problem as I haven't seen similar bugreports, but I don't know where I could be wrong as I've been using your wonderful program for a few years now and it's always been ok. Edited February 26, 2024 by Farsveinn
sheson Posted February 26, 2024 Author Posted February 26, 2024 5 hours ago, Farsveinn said: It's the same waterfall as before. Yes, if I disable it via console or disable DynDoLod in MCM, the flickering stops. It's fxwaterfallbodytall02_dyndolod_lod.nif Tested on default settings, no graphics mods, just skse tweaks, interface tweaks and unofficial patch (and some minor things that couldn't affect the result). It's most likely my problem as I haven't seen similar bugreports, but I don't know where I could be wrong as I've been using your wonderful program for a few years now and it's always been ok. I am not sure if you used the "disable" command or "tll" command in console? Disabling the dynamic LOD model in the console with "disable" or all dynamic LOD in the MCM is not the same as disabling all static LOD with tll in console. Does the flicker stop when disabling all static LOD with "tll" in console and only the dynamic LOD remains?
Farsveinn Posted February 26, 2024 Posted February 26, 2024 No, the flickering remains, it's a dynamic LOD problem. Static lods are fine.
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