sheson Posted April 3, 2023 Author Posted April 3, 2023 11 minutes ago, DudeGuy said: Ah sorry about that I was assuming the debug log was only for issues with TextGen. Here it is: https://ufile.io/cb4gun3z Thanks for the quick response. Terminate whatever crapware installed with the graphics card driver before running any of the tools or do a clean reinstall of the graphic card driver without any of the crapware.
DudeGuy Posted April 3, 2023 Posted April 3, 2023 7 minutes ago, sheson said: Terminate whatever crapware installed with the graphics card driver or do a clean reinstall of the graphic card driver without any of the crapware. Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver. How would you recommend I get rid of crapware? Would using DDU be the best way? https://www.guru3d.com/files-details/display-driver-uninstaller-download.html Sorry for all the questions I'm you get this a lot.
sheson Posted April 3, 2023 Author Posted April 3, 2023 21 minutes ago, DudeGuy said: Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver. How would you recommend I get rid of crapware? Would using DDU be the best way? https://www.guru3d.com/files-details/display-driver-uninstaller-download.html Sorry for all the questions I'm you get this a lot. You might want to try terminating the crapware and then running the tool(s) and using the linked test version etc. first. How to best to do a clean driver installation would be something to ask on a AMD/Windows etc. support forum. There seems to be an influx of new issues potentially caused either by changes with drivers, unneeded software or changes in the OS, while the way the tools work is still the same as it was a couple years ago.
Terminetwork Posted April 3, 2023 Posted April 3, 2023 (edited) Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation, I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue. I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files? And sorry but what is a text sharing service? I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try. Edited April 3, 2023 by Terminetwork
sheson Posted April 3, 2023 Author Posted April 3, 2023 2 hours ago, Terminetwork said: Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation, I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue. I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files? And sorry but what is a text sharing service? I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try. Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts. The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example. Possible reasons: https://dyndolod.info/Mods/Open-Exterior-Cities Click one of the presets buttons Low, Medium or High to update the rules. https://dyndolod.info/Generation-Instructions Activate the plugins(s).
Terminetwork Posted April 4, 2023 Posted April 4, 2023 (edited) 17 hours ago, sheson said: Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts. The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example. Possible reasons: https://dyndolod.info/Mods/Open-Exterior-Cities Click one of the presets buttons Low, Medium or High to update the rules. https://dyndolod.info/Generation-Instructions Activate the plugins(s). Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there. I wonder if other ref ids could be victim of such weird behaviour. I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs. In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE? Thank you for the advices and availability. Edited April 4, 2023 by Terminetwork
sheson Posted April 4, 2023 Author Posted April 4, 2023 24 minutes ago, Terminetwork said: Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there. I wonder if other ref ids could be victim of such weird behaviour. I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs. In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE? Thank you for the advices and availability. Read the first post wich log and debug log to upload when making posts. Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins. If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report. Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive. Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators. https://www.google.com/search?q=skyrim+le+crash+log First result: https://www.nexusmods.com/skyrim/mods/106929
Terminetwork Posted April 4, 2023 Posted April 4, 2023 3 hours ago, sheson said: Read the first post wich log and debug log to upload when making posts. Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins. If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report. Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive. Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators. https://www.google.com/search?q=skyrim+le+crash+log First result: https://www.nexusmods.com/skyrim/mods/106929 After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first. I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box. I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson. I am sorry for the disturb. Wish you a good day. P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear.
sheson Posted April 5, 2023 Author Posted April 5, 2023 12 hours ago, Terminetwork said: After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first. I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box. I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson. I am sorry for the disturb. Wish you a good day. P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear. This is user error, especially when constantly ignoring my begging for logs.
heheloveer Posted April 6, 2023 Posted April 6, 2023 Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now?
RainingTacco Posted April 6, 2023 Posted April 6, 2023 I also want to know that. The billboards for grass are so small i don't think the chosen billboard levels should affect anything? For me it's like 32x32 texture its really small.
sheson Posted April 6, 2023 Author Posted April 6, 2023 2 hours ago, heheloveer said: Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now? What it does and what it is for is explained in the INI ; alt3 = softlight/backlight using diffuse - for shader development - do not use https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049
Charolas Posted April 6, 2023 Posted April 6, 2023 Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS. You can check an example here: I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1 I've tried doing: Switching INIs Switching Load Order of the Trees Removing "Less Vanilla Trees" Re-Running DynDOLOD with or without Ultra Trees Ticking/Unticking LOD in Shadow Boost plugin Re-installing every mod I found to be relevant Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)
heheloveer Posted April 7, 2023 Posted April 7, 2023 5 hours ago, sheson said: What it does and what it is for is explained in the INI ; alt3 = softlight/backlight using diffuse - for shader development - do not use https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049 I suspected it had something to do with Community Shaders and it’s nice to have the confirmation. Thanks for the pointers.
sheson Posted April 7, 2023 Author Posted April 7, 2023 9 hours ago, Charolas said: Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS. You can check an example here: I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1 I've tried doing: Switching INIs Switching Load Order of the Trees Removing "Less Vanilla Trees" Re-Running DynDOLOD with or without Ultra Trees Ticking/Unticking LOD in Shadow Boost plugin Re-installing every mod I found to be relevant Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.) https://dyndolod.info/Official-DynDOLOD-Support-Forum Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. Provide at least one screenshot with the Mfg for a full model tree that does not have LOD. https://dyndolod.info/FAQ "Something does not have LOD" For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration. Check DynDOLOD_SSE_Object_Report.txt You will most likely find that for those tree base records you found via the game console information no billboards exists. You have a mod HLT Ivy BoS that randomly switches tree models at each new game load. Checking the TexGen log you can see that no billboards are generated for this plugin automatically. That is because the tree base records have no object bounds. https://dyndolod.info/Help/Object-Bounds and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards In addition the mod adds random base object swapper information for some trees, e.g. the swaps are not consistent for each base record and/or game load. This can not be reflected in LOD. The outcome is not properly defined in the current Alpha version, it may generate LOD for the original base record or one of the swapped versions for all tree references using that base record. Next alpha version will properly ignore such random swaps and generate LOD for the original base record.
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