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Posted
10 hours ago, whamy03 said:

Any idea what's causing the Assertion Failure?

The requirements to participate the DynDOLOD 3 Alpha test are not met.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use search as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See https://dyndolod.info/Messages/Exceptions#Assertion-failure

Posted

Thank Zeus for this forum. I spent most of my morning trying to figure out why I couldn't get this to work. After hours figuring out that I just didn't know enough, followed by my adhd wouldn't let me pay attention to everything, followed by I am a linux noob, I finally got it to work and played all of 30 minutes before having to take on my big boy chores.
So thank you all for making this and putting this forum with all of the answers in it if you search for them.
I think I had more fun learning about Linux, wine, and how mods work, then I actually would have playing the game for the 100th time.

Posted

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

Posted
On 1/12/2025 at 11:46 PM, andr3w1sh said:

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

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

DynDOLOD does not show in any of the stacks in the provided crash log from Crashlogger. It is only listed in the list of plugins and modules together with all the other plugins and modules. The crash might be related to the mentioned water shader, but that is hard to tell with the call stack being empty. No other crash logs were provided.

https://dyndolod.info/FAQ#ILS-or-CTD
Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, report back in case crashes stop without DynDOLOD active.

Posted
11 hours ago, bjaurelio said:

I am having an issue in Whiterun where some of the LODs appear missing as if DynDOLOD 3 expects it to be obscured. I tried to insert the images from URL, but it wouldn't let me. Here's a link to the two images.

https://imgur.com/a/skyrim-dyndolod-3-issue-EnzLUBn

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

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
You probably want to check Parent > child copies.

Posted
10 hours ago, PRieST said:

Just curious as I'm about to start a new generation, is it possible to name any ETA for the next release?

Probably within 0 to 4 weeks.

  • Thanks 1
Posted

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

Posted
13 minutes ago, kindperson said:

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

I'm not sure, but EVLaS provides shadows when sunlight (or sky lighting) is occluded by double-sided meshes. You can see this under some of the dirt cliffs in your first screenshot. The darker grass could be shadows caused by whatever sky/fog mesh you are using (shadows on the terrain but not the LOD grass).

Sheson may know if my hypothesis is inaccurate/impossible (I'd like know either way).

Posted
2 hours ago, vodkaboi said:

hi im getting range check error on sic ccor  patch.esp please help im not sure how to fix this 

bug report: https://easyupload.io/1l690s
log: https://easyupload.io/t3u0ng
debug log: https://easyupload.io/126bus

thank you

Moved to the DynDOLOD 3 Alpha thread.

See https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 about the mineorescript.pex being overwritten.

 

Posted
1 hour ago, kindperson said:

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

That would be a question for the EVLaS author - maybe they have an idea. If it is shader related/fixable then it might be something that can be addressed by ENB.

You might want to test what happens adding "fixednormals" or "spherenormals" to the shapenames (e.g. change it "PassThru SphereNormals" - case does not matter) of the NIF you are using to see if that has an effect. If it does, you might also manually fine tune the normal vectors in the NIF.

Posted
On 1/13/2025 at 3:29 AM, sheson said:

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

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
You probably want to check Parent > child copies.

That fixed it. Thank you. I even did a Google search for that setting before running DynDOLOD. I didn't find anything specific to it, so I left it unchecked since that's how it is for the Step modifications guide.

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