m1sf1t711 Posted October 10, 2024 Posted October 10, 2024 (edited) I think there may have been a problem when you uploaded Resources Alpha-53 to Nexus as when I run DynDOLOD Aplha 181 from Nexus it says I am using the wrong Resources version. I noticed that Nexus has had a few banner warnings about uploading being disabled during maintenance so I'm just wondering if something corrupted? EDIT: Or is it that guidance has changed and I shouldn't be letting other mod assets overwrite Resources any more? (I know I don't actually need to update after your support last night but I like to keep up to date with Nexus versions so I can keep track ) Edited October 10, 2024 by m1sf1t711 1
sheson Posted October 10, 2024 Author Posted October 10, 2024 42 minutes ago, m1sf1t711 said: I think there may have been a problem when you uploaded Resources Alpha-53 to Nexus as when I run DynDOLOD Aplha 181 from Nexus it says I am using the wrong Resources version. I noticed that Nexus has had a few banner warnings about uploading being disabled during maintenance so I'm just wondering if something corrupted? EDIT: Or is it that guidance has changed and I shouldn't be letting other mod assets overwrite Resources any more? (I know I don't actually need to update after your support last night but I like to keep up to date with Nexus versions so I can keep track ) No logs were provided. I will reup the Resources ASAP as Alpha-53.1
Tetrol88 Posted October 10, 2024 Posted October 10, 2024 (edited) Resources V53.1 - Still getting informed that the Resources are the wrong version, also got one saying to make sure the scripts from DynDOLOD DLL NG were overwriting the DynDOLOD resources - which they already were. Edited October 10, 2024 by Tetrol88
sheson Posted October 10, 2024 Author Posted October 10, 2024 17 minutes ago, Tetrol88 said: Resources V53.1 - Still getting informed that the Resources are the wrong version, also got one saying to make sure the scripts from DynDOLOD DLL NG were overwriting the DynDOLOD resources - which they already were. 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 posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to copy and paste entire error messages as text. Delete old DynDOLOD Resoureces SE and install the latest version. Delete old DynDOLOD DLL NG and Scripts and install the latest version. Make sure none of its files are being overwritten by anything.
Jayombi Posted October 10, 2024 Posted October 10, 2024 Dear sheson, Did you ever find the cause to the lack of flying crows with regards the issue I had in Skyrim VR couple of weeks back on here ? I believe I got to you all the info you required, unless there was something else I missed ? I wondered if the update you just released may have fixed it, but I got nothing still my end again after I ran Dydolod. Thanks.
OdinsEye333 Posted October 10, 2024 Posted October 10, 2024 I don't see an button to attach document, so im just going to cop paste it, sorry if it's inconvenient. I'm starting to get these errors when i generate LOD through Dyndolod. i got these errors, redid my LO with bare minimum and worked fine, now im getting this error again. i also recently add Mask=Mountain to the rules. it gave me an error saying there is nothing im load order that requires mask=mountain rule. i hit ignore button. I use majestic mountain main. ontop of now skyland AIO parallax etc.
sheson Posted October 10, 2024 Author Posted October 10, 2024 8 minutes ago, OdinsEye333 said: I don't see an button to attach document, so im just going to cop paste it, sorry if it's inconvenient. I'm starting to get these errors when i generate LOD through Dyndolod. i got these errors, redid my LO with bare minimum and worked fine, now im getting this error again. i also recently add Mask=Mountain to the rules. it gave me an error saying there is nothing im load order that requires mask=mountain rule. i hit ignore button. I use majestic mountain main. ontop of now skyland AIO parallax etc. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug and bugreport.txt to upload to a paste bin or file service when making posts.
sheson Posted October 10, 2024 Author Posted October 10, 2024 2 hours ago, Jayombi said: Dear sheson, Did you ever find the cause to the lack of flying crows with regards the issue I had in Skyrim VR couple of weeks back on here ? I believe I got to you all the info you required, unless there was something else I missed ? I wondered if the update you just released may have fixed it, but I got nothing still my end again after I ran Dydolod. Thanks. I will look into it some time next week.
D1Z4STR Posted October 12, 2024 Posted October 12, 2024 On 8/6/2023 at 9:36 AM, sheson said: Child > Parent "Low" is the old default that just happened automatically. "Medium" will take care of trees in cities. Vanilla Riften has some aspens that are then visible, so I'd use that. Parent > Child Since it replaces the Whiterun and Solitude Exterior patches from older DynDOLOD Resources, enable that check box if you are interested in proper surroundings and used those patches before. Especially helpful for Whiterun, Riften and Solitude if you use mods like Legacy of the Dragonborn where you can actually see outside. Do not use if performance is more important and then just don't peak outside. If large reference bugs workarounds is used, you can disable large references in child worlds from the SkyUI MCM to regain a bit of performance. Make sure to read https://dyndolod.info/Help/Child-Parent-Worldspace-Copies if controlling things individually for a specific child world is needed. From the help section it states - To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings. The above quote you mention Parent > Child option and using patches to accomplish what this does, and I am confused on when to use Parent > Child or when not to use it The question is - Can you see full trees outside of Whiterun while in the city with Parent > Child ticked off (default setting)? I have read Child/Parent Worldspace Copies and looking for clarification *edit* I think this setting pertains to using mods that add references I was the 10,000th reply
sheson Posted October 12, 2024 Author Posted October 12, 2024 1 hour ago, D1Z4STR said: This is in regards to Tree LOD From the help section it states - To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings. The above quote you mention Parent > Child option and using patches to accomplish what this does and I am confused on when to use Parent > Child or when not to use it Can you still see trees outside of Whiterun while in the city with Parent > Child ticked off (default setting)? What else does the Parent > Child option I was the 10,000th reply No logs. To answer your question for your load order, load the game and check what you see. If you believe there are trees orither objects missing right outside the cities, then check the setting. If you have poor performance in cities then don't use the setting. Read the entire page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
D1Z4STR Posted October 12, 2024 Posted October 12, 2024 I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world
sheson Posted October 12, 2024 Author Posted October 12, 2024 1 hour ago, D1Z4STR said: I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world I suggest to actually read the page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies and pay attention to what it says about the vanilla game. The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls.
D1Z4STR Posted October 13, 2024 Posted October 13, 2024 Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well
sheson Posted October 13, 2024 Author Posted October 13, 2024 3 hours ago, D1Z4STR said: Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well Upload a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload D:\Skyrim Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt The distance of dynamic LOD objects can be change by increasing the Near and Far Grid distance. See https://dyndolod.info/Help/Dynamic-LOD, https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD and https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
D1Z4STR Posted October 13, 2024 Posted October 13, 2024 Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below? skyrimprefs.ini - uLargeRefLODGridSize=9 Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well https://ufile.io/f/tpouh
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