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Posted

DLL NG Alpha-10 / DynDOLOD 3a134 / Resources 3a38

Not sure if the discrepancy is expected, but reporting just in case:

  • DynDOLOD MCM shows DLL version 3.07

image.png

  • ..\SKSE\DynDOLOD.log shows DLL version 3.09
DynDOLOD NG plugin version: 3.0.9.0 | SKSE version: 2.0.20.0 | Game version: 1-5-97-0
[...]
Posted
1 hour ago, Mousetick said:

DLL NG Alpha-10 / DynDOLOD 3a134 / Resources 3a38

Not sure if the discrepancy is expected, but reporting just in case:

  • DynDOLOD MCM shows DLL version 3.07

image.png

  • ..\SKSE\DynDOLOD.log shows DLL version 3.09
DynDOLOD NG plugin version: 3.0.9.0 | SKSE version: 2.0.20.0 | Game version: 1-5-97-0
[...]

The MCM showing the same API version for everything is expected.

Posted

DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a10

The exterior doors of Heljarchen Hall don't load correctly when approached from far away. The full model doesn't load and the load door doesn't work (it doesn't teleport to the interior cell). Though strangely the activation prompt is displayed, and the opening sound is played when activated - but nothing else happens.

  • Coming from Dawnstar approaching from the north, door is not properly loaded.
  • Coming from Whiterun approaching from the south, door is not properly loaded.
  • Saving the game in front of the door and reloading doesn't change anything.
  • Saving the game in front of the door, quitting, restarting and reloading the save properly loads the door model which then teleports correctly when activated.
  • With the door properly loaded, walking away from cell 7,9 to cell 1,4 and coming back, the door is again properly loaded.
  • With the door properly loaded, walking away from cell 7,9 to cell 16,4 and coming back, the door is not properly loaded.
  • Both doors (first and second floors) are affected.
  • Problem doesn't occur when DynDOLOD plugins and DLL/scripts are disabled.

Misloaded Door | Activation Prompt | From a distance

image.jpegimage.jpegimage.jpeg

From a distance (DynDOLOD door disabled, vanilla door should be loaded but is not) | From far away (DynDOLOD door enabled)

image.jpegimage.jpeg

Misc. notes:

  • This is with an ongoing, long-running game on which I recently upgraded from Alpha 120 (without LR-workarounds) to Alpha 134. Upgrade was done by the book (save in interior cell, disable DynDOLOD, load, clean save, ...). Everything went smoothly and without a hitch. I have only played a few hours so far and not travelled all over, but everything else is looking and working great.
  • I have the other 2 Hearthfire homes built but I haven't checked them yet.
  • I thought about trying on a new game, but Hearthfire's homes don't "exist" on a new game and it's not exactly straightforward to spawn them (quest, bunch of enable parents, ...). ASLAL can start the player in a HF home so I could try that perhaps.

Full Logs here: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view

* Papyrus logs are not provided. I'll await your instructions and guidance for troubleshooting further.

Thank you.

Posted
56 minutes ago, sheson said:

With the attached test version of the DynDOLOD DLL NG the doors should be unaffected. Let me know.

Thanks. Unfortunately there was no improvement, sorry.

For testing I loaded a save from inside the Drunken Huntsman in Whiterun (DynDOLOD should be "idle" at that point) and rode to Heljarchen Hall: still no doors :(

DynDOLOD.log:

Spoiler
DynDOLOD NG plugin version: 3.0.10.0 | SKSE version: 2.0.20.0 | Game version: 1-5-97-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Default Trampoline => 0B / 28B (00.00%)
Trampoline initialized.
Default Trampoline => 14B / 28B (50.00%)
Default Trampoline => 28B / 28B (100.00%)
DynDOLOD Patch installed.
DynDOLOD Cell Events installed.
DynDOLOD Menu Events installed.
DynDOLOD Player Events installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt
Posted
14 hours ago, Mousetick said:

Thanks. Unfortunately there was no improvement, sorry.

For testing I loaded a save from inside the Drunken Huntsman in Whiterun (DynDOLOD should be "idle" at that point) and rode to Heljarchen Hall: still no doors :(

DynDOLOD.log:

  Reveal hidden contents

Please upload the papyrus log and ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt

Posted
55 minutes ago, sheson said:

Please upload the papyrus log and ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt

Same test as previous (Drunken Hunstman >  Whiterun > ride to Heljarchen Hall) was performed with Papyrus logging enabled.

I don't see any Papyrus log entries from DynDOLOD? Except this single line:

[08/20/2023 - 03:28:12PM] DynDOLOD 

Everything else is junk from badly coded mods.

Papyrus.0.log.7zDynDOLOD_NG_Tamriel.7z

Posted
4 hours ago, Mousetick said:

Same test as previous (Drunken Hunstman >  Whiterun > ride to Heljarchen Hall) was performed with Papyrus logging enabled.

I don't see any Papyrus log entries from DynDOLOD? Except this single line:

[08/20/2023 - 03:28:12PM] DynDOLOD 

Everything else is junk from badly coded mods.

Papyrus.0.log.7z 18.53 kB · 0 downloads DynDOLOD_NG_Tamriel.7z 45.93 kB · 0 downloads

Check with this attached test version of the DynDOLOD DLL NG.

DynDOLOD.7z

Posted

I generated dynamic lod for seasons and I have noticed lods consistently fail to unload during winter season, especially often in Whiterun tundra but also in some other regions. This mostly affects tree lods, but also some other objects similar behavior. This is not simply failing to unload after fast traveling. I have uLockedObjectMapLOD=32 in skyrim.ini with Level32=1 DynDOLOD_SSE.ini. If I use lod unloading bugfix mcm to reload the cell, it fixes the issue for the exact location I'm in but if I keep running around again after the unload bug reappears. Does not seem to ever happen outside of winter. I'm using latest DynDOLOD dll NG, with DynDOLOD 3 alpha 134. Is there more infromation I can provide?

 

Bugreport.txt

LODGen_SSE_Tamriel_WIN_log.txt

DynDOLOD_SSE_log.txt

TexGen_SSE_log.txt

Papyrus.0.log

(Dyndolod_degub_log.txt was empty and TexGen_Debug_log.txt was far too big to post as a file or text sharing, which why those were not included.)

 

Update on the above. The issue was caused by po3's seasons of skyrim. Downgrading to version 1.7.2 of that mod fixed the issue without needing to reryn DynDOLOD.

Posted
1 hour ago, Ylikollikas said:

I generated dynamic lod for seasons and I have noticed lods consistently fail to unload during winter season, especially often in Whiterun tundra but also in some other regions. This mostly affects tree lods, but also some other objects similar behavior. This is not simply failing to unload after fast traveling. I have uLockedObjectMapLOD=32 in skyrim.ini with Level32=1 DynDOLOD_SSE.ini. If I use lod unloading bugfix mcm to reload the cell, it fixes the issue for the exact location I'm in but if I keep running around again after the unload bug reappears. Does not seem to ever happen outside of winter. I'm using latest DynDOLOD dll NG, with DynDOLOD 3 alpha 134. Is there more infromation I can provide?

 

Bugreport.txt

LODGen_SSE_Tamriel_WIN_log.txt

DynDOLOD_SSE_log.txt

TexGen_SSE_log.txt

Papyrus.0.log

(Dyndolod_degub_log.txt was empty and TexGen_Debug_log.txt was far too big to post as a file or text sharing, which why those were not included.)

 

Update on the above. The issue was caused by po3's seasons of skyrim. Downgrading to version 1.7.2 of that mod fixed the issue without needing to reryn DynDOLOD.

1.7.5.2 worked in this case https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-134/page/516/#comment-273025

Posted

I'm sure I'm going to mess up a procedure somehow in seeking support-- I apologize in advance. Never had an issue generating LOD before, but getting this error now:

[Main Instruction]
Access violation at address 00000000011D5C5C in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

I have tried different settings, all my ITMS are clean, turning off antivirus, downclocking my CPU/Ram for more stability, disabling mods I didn't have in the past. Anything else I can do to get this working? 

 

Posted
19 minutes ago, yourmusicsucks said:

I'm sure I'm going to mess up a procedure somehow in seeking support-- I apologize in advance. Never had an issue generating LOD before, but getting this error now:

[Main Instruction]
Access violation at address 00000000011D5C5C in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

I have tried different settings, all my ITMS are clean, turning off antivirus, downclocking my CPU/Ram for more stability, disabling mods I didn't have in the past. Anything else I can do to get this working? 

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

Disabling mods is a troubleshooting step and not a fix.

Posted

Hey there, dumb question but I couldn't find a recent answer anywhere --

How do I re-generate my Dyndolod without also doing occlusion? Unless something has changed, it used to be that you could rerun dyndolod without also doing occlusion (which you only need to do the first time you run dyndolod + any time you change worldspaces or something). 

Am I missing something? Occlusion's box is checked but greyed out so I can't uncheck it.

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