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Posted
41 minutes ago, Saint_Chewy said:

Hi Sheson I attempted more troubleshooting over the weekend and unfortunately did not make any more progress. I did go ahead and ran DynDOLOD without dynamic LOD and like you said this does not cause me to stutter. I know I have taken up a lot of your time and I am very grateful for that and if you have any more ideas or thoughts on what more I could do I would gladly keep troubleshooting. If not I understand and will just use my dynamic-less DynDOLOD for right now. I am planning on building a new computer here soon (just waiting on my 13900k and 4090) and will test again on my new computer. I have doubts that it will fix it since I am able to replicate the issue on my wife's computer, but I remain hopeful that it might fix my issue.

I spent quite some time trying to replicate the issue but no luck so far.

Let me know what happens with this engine fixes toml and the minimal load order.

Also, test with default low/ultra Skyrim and SkyrimPrefs INIs, without custom INI etc. really need to rule out as much as possible.

EngineFixes.toml

Posted
43 minutes ago, sheson said:

I spent quite some time trying to replicate the issue but no luck so far.

Let me know what happens with this engine fixes toml and the minimal load order.

Also, test with default low/ultra Skyrim and SkyrimPrefs INIs, without custom INI etc. really need to rule out as much as possible.

EngineFixes.toml 6.63 kB · 0 downloads

I tried the provided .toml and this one also just delays the stutter for me where its right outside of Riften.

I also tested with the default .ini files without the custom .ini over the weekend and there was no change with that either. I tried without using BethINI just straight from the launcher and still stuttered. I had completely reinstalled Skyrim and also moved it to another SSD just as a test and unfortunately I received the same results.

Posted (edited)

Ok, here's my logs (no bugreport generated):

https://ufile.io/f/m99wg

Using elephant's script latency tester, I always hover between 70 to 100-ish when just running around not in combat (go up to 125-150 in heavy combat)

Ps. same effect using dyndolod.dll + it's scripts 3 or papyrusutil + it's scripts 3

Edited by MisterMorden
Posted

Okay, so the lanterns are coming from Destructible Skyrim - Base Object Swapper  and I mentioned it on a bug report for that mod.  Is this something the mod other needs to address or something that needs to be addressed in DynDOLOD?

I read through the Base Object Swapper section on the dyndolod.info site but don't really understand what is written there. 

I have attached my log file for objects. 

DynDOLOD_SSE_Object_Report.7z

  • Thanks 1
Posted
16 hours ago, MisterMorden said:

Ok, here's my logs (no bugreport generated):

https://ufile.io/f/m99wg

Using elephant's script latency tester, I always hover between 70 to 100-ish when just running around not in combat (go up to 125-150 in heavy combat)

Ps. same effect using dyndolod.dll + it's scripts 3 or papyrusutil + it's scripts 3

Out oft curiosity, could you ceck if https://www.nexusmods.com/skyrimspecialedition/mods/77779
and its max operations per tasks makes a difference?

The scripts try to do something in parallel, but it is possible in some situations it might be better do just do things sequentially.

  • Thanks 1
Posted
4 hours ago, Aegison said:

Okay, so the lanterns are coming from Destructible Skyrim - Base Object Swapper  and I mentioned it on a bug report for that mod.  Is this something the mod other needs to address or something that needs to be addressed in DynDOLOD?

I read through the Base Object Swapper section on the dyndolod.info site but don't really understand what is written there. 

I have attached my log file for objects. 

DynDOLOD_SSE_Object_Report.7z 167.86 kB · 0 downloads

Moved to the DynDOLOD 3 Alpha thread.

Also post the log and debug log as explained on the first post.

Posted
On 11/7/2022 at 8:45 AM, sheson said:

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

Why do you believe the CTD has something to do with the DynDOLOD output? Does it not happen without the DynDOLOD output installed?
Whatever the DynDOLOD initialization does has nothing to do with or does not interfere with anything else or vice versa.

See https://dyndolod.info/FAQ "ILS or CTD" and DynDOLOD-README.txt.
Start with installing .NET Script Framework or Crash Logger depending on the runtime version and check the crash log or upload it if further help is needed.

Thanks for the link, I think I eventually narrow down the problem to not making a clean save before updating (weird that I never ran into this CTD problem before for just deleting old DynDOLOD output and replacing a new one). Thanks again for the reply!

Posted
1 hour ago, sheson said:

Out oft curiosity, could you ceck if https://www.nexusmods.com/skyrimspecialedition/mods/77779
and its max operations per tasks makes a difference?

The scripts try to do something in parallel, but it is possible in some situations it might be better do just do things sequentially.

Just downloaded this and tried it at default settings and it seems to have helped quite a bit.  I still get a tiny blink when coming out of Windhelm, for example, but I don't seem to get the issue much/at all when fast traveling to an outdoor location.

Posted (edited)

This error randomly appears, sometimes I turn settings off and it doesn't appear (fake lights) and then sometimes with those same settings on it happens again. Where do I even begin find out a fix?

unknown_2022.11.08-17.29.png

DynDOLOD_SSE_log.txt

Edited by mutz
Posted (edited)
On 11/5/2022 at 3:48 PM, sheson said:

The log shows "Loaded 2103 base record swaps."

Provide information which references/base records swaps (form ids/editor IDs) do not have matching LOD updated. LOD assets for the swapped version are required of course.
Name and link the mod(s) or provide the swap INI / plugin.

Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

This is the log and one of the swap files I use:

There are two mods that are not working and both have included LOD files:

With Unique Towns, the mod includes an alternative to BOS to swap the houses using a plugin, running Dyndolod with that plugin will generate the LOD correctly, but with only the SWAP file, the LOD doesn't change.

Edited by Edryu
Posted
1 hour ago, mutz said:

This error randomly appears, sometimes I turn settings off and it doesn't appear (fake lights) and then sometimes with those same settings on it happens again. Where do I even begin find out a fix?

unknown_2022.11.08-17.29.png

DynDOLOD_SSE_log.txt 726 kB · 0 downloads

As everyone is told, because for some reason they can't see the really obvious link in that error message :huh: ...

Click the link in the error message that cryptically states "click on this link for additional explanation and help for this message"

@sheson Perhaps: ">>>CLICK HERE FOR SOLUTIONS TO FIXING THIS ERROR<<<" ... and make a big red button PNG, like Wren & Stimpy.

Posted

Wow what a helpful reply, have you considered the fact that it literally says nothing about my issue? I wouldn't have posted here and made and account if it told me anything useful

Posted
8 hours ago, mutz said:

This error randomly appears, sometimes I turn settings off and it doesn't appear (fake lights) and then sometimes with those same settings on it happens again. Where do I even begin find out a fix?

unknown_2022.11.08-17.29.png

DynDOLOD_SSE_log.txt 726 kB · 1 download

Read the first post which which debug log and bugreport.txt to also upload when making post.

As explained on the first post, do not post screenshots of messages, instead use the "Copy message to clipboard" and post the text instead.

Search this forum for similar posts with the same error as explained on the first post. https://stepmodifications.org/forum/search/?q=opengl invalid operation&quick=1&type=forums_topic&item=17510

Use the "Click on this link for additional explanations and help for this message". Does it not say to make a report on the the official support forum?

There were no problems running TexGen? Optional AMD drivers seem to still have issues. Use a recommended driver version like 22.5.1

Posted
On 11/5/2022 at 11:21 PM, sheson said:

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

Read https://dyndolod.info/FAQ "Out of place or floating objects"
Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD.
Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format pluginname_formID for the source plugin and reference.

The screenshot shows the pluginname_formid is hf_lakeview_avantgarden_exesp_029999

Looking up the reference in xx0029999 in HF_Lakeview_AvantGarden_EX.esp shows it uses a STAT base record type and Clutter\GlazedCandlesStatic02.nif, while the screenshot shows MSTT base record type and GlazedCandlesStatic02_havok.nif, so it looks like got replaced by something. The reference in the DynDOLOD plugin should have the same position as the original reference, unless maybe if base object swapper is involved. As requested before, provide log and debug log and any information about what mod(s) you are using that changes those lanterns to MSTT / *_havok.nif.

Sorry - been flat out here and going away for 4 weeks as of tonight - suspect it is Destructible Skyrim - Base Object Swapper www.nexusmods.com/skyrimspecialedition/mods/77568 - I have identified 9 mods so far that are showing as being the pluginname_formID - including JKSkyrim, ryn's standing stones etc. I installed that 29th October but didn't see any of this until I re-ran Dyndolod - as it wasn't installed for the previous run.

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