tirefrier Posted August 17, 2024 Posted August 17, 2024 Just now, sheson said: Based on the DynDOLOD log I suggest to also clean: AnorithsShack.esp BBLS_SKSE64_Patch.esp ct15cc-TundraHomesteadExpanded.esp ct15cc-TundraHomesteadExpandedBBBLuxuryPatch.esp Dibella Baths Location Patch.esp ezPG - Emberveil.esp Fabled Noble House Patch.esp FilthyHeritage.esp Forest Nymphs.esm Seascale.esl SexLab_Dialogues.esp SlaversKeep.esp TeenDolls - Mhavragch.esp TRX - Statue CandiGirl.esp TRX - Statue TriumphOfTheBeast.esp TRX - Statue TrixieIdealBalance.esp TRX - Statue TrixieJoke.esp TRX - Statue TrixieTankard.esl TRX - Statue TrixieWitchFlight.esl TRX_Statue_Waitress.esp Consider to only use mods from mod authors that know actually know to to make proper plugins. Is there a way to know this ahead of time? I'm really new to this and I basically just download whatever a mod says is a requirement and I end up with a huge bloated list of stuff I don't really care for, but it's needed for that particular mod. And then uninstalling a mod that I find out mid game is garbage breaks the whole game. Is it really just trial and error until you get what you want/like in the end?
sheson Posted August 17, 2024 Author Posted August 17, 2024 46 minutes ago, tirefrier said: Is there a way to know this ahead of time? I'm really new to this and I basically just download whatever a mod says is a requirement and I end up with a huge bloated list of stuff I don't really care for, but it's needed for that particular mod. And then uninstalling a mod that I find out mid game is garbage breaks the whole game. Is it really just trial and error until you get what you want/like in the end? A method is to use xEdit filter: left tree view, right click, select Apply Filter check "deleted" in the left check "by Record Signature" in the middle and in the list select REFR - Placed Object everything else unchecked Once applied, the left tree view will list all plugins containing deleted references. Modding is a lot of trial and error unless you follow a modding guide (and stick to it) or download a pre-made list. 1
tirefrier Posted August 17, 2024 Posted August 17, 2024 2 minutes ago, sheson said: A method is to use xEdit filter: left tree view, right click, select Apply Filter check "deleted" in the left check "by Record Signature" in the middle and in the list select REFR - Placed Object everything else unchecked Once applied, the left tree view will list all plugins containing deleted references. Ok, that's easy enough to understand! Thank you for the advice/guidance. Will clean all plugins and report back if I still have issues!
kn1ghtradiant Posted August 18, 2024 Posted August 18, 2024 This is not a typical issue, but I made a new worldspace and wanted to generate LOD for it. I've done this before successfully but this time I tried it, it failed to work, as can be seen in the picture I attached. I had added new mountain meshes but the only edits I made were to change the texture file paths in nifskope. I made sure in the plugin the correct LOD models were connected to their static records (which are vanilla LOD also with new texture paths). After running DynDOLOD on a completely vanilla profile minus the absolutely necessary files/mods, it added something in the back but nothing else, not even the terrain. Everything ran smoothly and the only error I got was that I needed to clean a deleted record in Dawnguard.esm. Since I've done this for new world spaces before, I believe I did everything correctly (with the .lod file with the name of my worldspace). I do not know if this was on my end or something else? LODGen_SSE_KR2Deadlands_log.txt DynDOLOD_SSE_TexturesUsed_KR2Deadlands.txt LODGen_SSE_KR2Deadlands_TerrainUnderside_log.txt DynDOLOD_SSE_Debug_log_COPY.docx
sheson Posted August 18, 2024 Author Posted August 18, 2024 21 minutes ago, kn1ghtradiant said: This is not a typical issue, but I made a new worldspace and wanted to generate LOD for it. I've done this before successfully but this time I tried it, it failed to work, as can be seen in the picture I attached. I had added new mountain meshes but the only edits I made were to change the texture file paths in nifskope. I made sure in the plugin the correct LOD models were connected to their static records (which are vanilla LOD also with new texture paths). After running DynDOLOD on a completely vanilla profile minus the absolutely necessary files/mods, it added something in the back but nothing else, not even the terrain. Everything ran smoothly and the only error I got was that I needed to clean a deleted record in Dawnguard.esm. Since I've done this for new world spaces before, I believe I did everything correctly (with the .lod file with the name of my worldspace). I do not know if this was on my end or something else? LODGen_SSE_KR2Deadlands_log.txt 2.25 kB · 0 downloads DynDOLOD_SSE_TexturesUsed_KR2Deadlands.txt 2.74 kB · 0 downloads LODGen_SSE_KR2Deadlands_TerrainUnderside_log.txt 866 B · 0 downloads DynDOLOD_SSE_Debug_log_COPY.docx 992.03 kB · 0 downloads Do not put txt files into word documents. Zip the debug log or upload it as is. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log. Also upload F:\NOLVUS2\Tools\DynDOLOD\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot of the full model that has no object LOD representation with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots DynDOLOD does not generate terrain LOD. See https://dyndolod.info/Help/xLODGen
kn1ghtradiant Posted August 18, 2024 Posted August 18, 2024 11 minutes ago, sheson said: Do not put txt files into word documents. Zip the debug log or upload it as is. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log. Also upload F:\NOLVUS2\Tools\DynDOLOD\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot of the full model that has no object LOD representation with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots DynDOLOD does not generate terrain LOD. See https://dyndolod.info/Help/xLODGen Sorry about that. I'll pay closer attention next time. But, this can be disregarded: I had forgotten to uncheck the option to make the worldspace a fixed size. Thanks for the hardwork.
DWM19 Posted August 21, 2024 Posted August 21, 2024 (edited) Incredible program, fantastic LOD results! Maybe minor, but may as well mention it: there's a spelling mistake under Grid on line Full. Edited August 21, 2024 by DWM19 Fixed mistake
sheson Posted August 21, 2024 Author Posted August 21, 2024 43 minutes ago, DWM19 said: Incredible program, fantastic LOD results! Maybe minor, but may as well mention it: there's a spelling mistake under Grid on line Full. Thanks. Will be fixed next version.
dionysist Posted August 21, 2024 Posted August 21, 2024 Latest version Alpha 178: I have fBlockLevel0Distance=53248.0000 set in SkyrimPrefs.ini (which I have set as read-only). However, in game when I check in the DynDOLOD MCM, it shows as set to fBlockLevel0Distance=100000. I do not have any other inis that might overwite the settings (that I can find anyway). Curious if anyone has any idea what might be causing this.
sheson Posted August 21, 2024 Author Posted August 21, 2024 4 minutes ago, dionysist said: Latest version Alpha 178: I have fBlockLevel0Distance=53248.0000 set in SkyrimPrefs.ini (which I have set as read-only). However, in game when I check in the DynDOLOD MCM, it shows as set to fBlockLevel0Distance=100000. I do not have any other inis that might overwite the settings (that I can find anyway). Curious if anyone has any idea what might be causing this. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making post. Also upload the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting What does console getini "fBlockLevel0Distance:TerrainManager" report when checking on main menu after launching the game?
dionysist Posted August 21, 2024 Posted August 21, 2024 logs: https://ufile.io/f/d2vq3 I have bEnableLogging=1 in the skyrim.ini, but no papyrus log is being generated. getini "fBlockLevel0Distance:TerrainManager" shows the value as 100000
sheson Posted August 21, 2024 Author Posted August 21, 2024 6 minutes ago, dionysist said: logs: https://ufile.io/f/d2vq3 I have bEnableLogging=1 in the skyrim.ini, but no papyrus log is being generated. getini "fBlockLevel0Distance:TerrainManager" shows the value as 100000 That explains why the DynDOLOD SkyUI MCM Settings page reports that number, since that is what the INI setting is set to. Seems likely you are not editing the correct INIs on both those accounts. Since you are starting from MO2, make sure to use its build-in INI Editor under menu Tools. Tools Plugin, INI Editor which should edit the correct INIs, typically in the profile folder.
dionysist Posted August 21, 2024 Posted August 21, 2024 (edited) Thank you. The MO2 built-in ini editor shows the following values: [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=53248 fBlockLevel1Distance=114688 fBlockMaximumDistance=262144 fSplitDistanceMult=1.0 fTreeLoadDistance=0 Edited August 21, 2024 by dionysist
sheson Posted August 21, 2024 Author Posted August 21, 2024 48 minutes ago, dionysist said: Thank you. The MO2 built-in ini editor shows the following values: [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=53248 fBlockLevel1Distance=114688 fBlockMaximumDistance=262144 fSplitDistanceMult=1.0 fTreeLoadDistance=0 Double check for SkyrimCustom.ini etc. Maybe there is an issue with MO2 or the general setup of the game. I would enable its debug log and check it for the requests to *.INI.
dionysist Posted August 21, 2024 Posted August 21, 2024 1 hour ago, sheson said: Double check for SkyrimCustom.ini etc. Maybe there is an issue with MO2 or the general setup of the game. I would enable its debug log and check it for the requests to *.INI. I couldn't find anything useful in the MO2 debug log. I changed the setting to use profile specific ini files. I then deleted the terrain manager settings. The DynDOLOD MCM still shows those same values. I can't for the life of me figure out where they are pulling from.
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