CerroGordo Posted January 23, 2025 Posted January 23, 2025 19 hours ago, sheson said: This test version should fix the issue with RWT https://mega.nz/file/tZ40jR7A#FT3RDCLus7API_OUJ0sWu07Q5QHycohbyRRPWslO2Fs I compared several screenshots with/without the patch in both Tamriel and Deepwood Vale. The floating waterfall issue is resolved. No other visual differences/anomalies were observed, except an intermittent issue with dynamic waterfall LOD described below. To test the patch, I made several saves and "before" screenshots with Alpha-182 output, then loaded those saves with the patched output to take "after" screenshots. In several cases, distant dynamic waterfall LOD was missing in the "after" screenshots. This could sometimes be corrected by loading an interior save first and stepping outside, but not always. Here is a pair of screenshots with LOD disabled to illustrate the difference. https://imgbox.com/9mlVauNV (Alpha-182) https://imgbox.com/yVeDWM7X (patch) This issue doesn't happen when the save/load use matching DynDOLOD output, so I'm not sure if this is a bug or expected behavior. Let me know if you'd like more info.
sheson Posted January 23, 2025 Author Posted January 23, 2025 2 hours ago, CerroGordo said: I compared several screenshots with/without the patch in both Tamriel and Deepwood Vale. The floating waterfall issue is resolved. No other visual differences/anomalies were observed, except an intermittent issue with dynamic waterfall LOD described below. To test the patch, I made several saves and "before" screenshots with Alpha-182 output, then loaded those saves with the patched output to take "after" screenshots. In several cases, distant dynamic waterfall LOD was missing in the "after" screenshots. This could sometimes be corrected by loading an interior save first and stepping outside, but not always. Here is a pair of screenshots with LOD disabled to illustrate the difference. https://imgbox.com/9mlVauNV (Alpha-182) https://imgbox.com/yVeDWM7X (patch) This issue doesn't happen when the save/load use matching DynDOLOD output, so I'm not sure if this is a bug or expected behavior. Let me know if you'd like more info. See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save You should not load old saves made with a different LOD patch output with the new LOD patch output. You need to make a clean save in an interior between LOD patch updates from scratch. To make comparisons, make a virgin save that never saw any LOD patch output plugins. If there are problems when using clean/virgin saves, report them with logs and screenshots. I also suggest to restart the game between loading different saves. The engine does not always seem to reset everything properly.
CerroGordo Posted January 23, 2025 Posted January 23, 2025 1 hour ago, sheson said: See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save You should not load old saves made with a different LOD patch output with the new LOD patch output. You need to make a clean save in an interior between LOD patch updates from scratch. To make comparisons, make a virgin save that never saw any LOD patch output plugins. If there are problems when using clean/virgin saves, report them with logs and screenshots. I also suggest to restart the game between loading different saves. The engine does not always seem to reset everything properly. Thanks for the clarification. I recreated the "after" screenshots from a new game using the new LOD patch output. This resolved the dynamic waterfall issues.
Commercial_Aside_149 Posted January 23, 2025 Posted January 23, 2025 Hi, I have this issue with Giant Campfires only, was not sure if it was embers XD, but without Dyndolod enabled, everything works fine, the campfire, flames and all. Without Dyndolod enabled, the campfires are fine. With Dyndolod however, you get only the Logs, no flames or particles At this point, if I save and reload the save, the entire campfire is gone:
sheson Posted January 23, 2025 Author Posted January 23, 2025 3 hours ago, Commercial_Aside_149 said: Hi, I have this issue with Giant Campfires only, was not sure if it was embers XD, but without Dyndolod enabled, everything works fine, the campfire, flames and all. Without Dyndolod enabled, the campfires are fine. With Dyndolod however, you get only the Logs, no flames or particles At this point, if I save and reload the save, the entire campfire is gone: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug upload when making posts. The campfire not having fires typically happens because there are too many full models with particles being loaded or the particle INI setting is to low. Refer to this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/643/#findComment-280264 and discussion around it.
aLEXgrte Posted January 23, 2025 Posted January 23, 2025 Hello, I've been having this problem for a while but the last time I circumvented it by just checking for errors using XEdit. It seems to be a problem with complete crafting overhaul, but I'm not sure exactly what. The first time there were a few errors, but after removing them and tinkering a bit, it worked. Not sure what happened this time though (I was regenerating the lod bit when it happened, the tex gen was always ok and without errors). [Window Title] DynDOLOD [Main Instruction] Error: Range check error while processing Complete Crafting Overhaul_Remastered.esp MineOreIron02_LRocks "Iron Ore Vein" [ACTI:0010D05E] [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard
sheson Posted January 23, 2025 Author Posted January 23, 2025 17 minutes ago, aLEXgrte said: Hello, I've been having this problem for a while but the last time I circumvented it by just checking for errors using XEdit. It seems to be a problem with complete crafting overhaul, but I'm not sure exactly what. The first time there were a few errors, but after removing them and tinkering a bit, it worked. Not sure what happened this time though (I was regenerating the lod bit when it happened, the tex gen was always ok and without errors). [Window Title] DynDOLOD [Main Instruction] Error: Range check error while processing Complete Crafting Overhaul_Remastered.esp MineOreIron02_LRocks "Iron Ore Vein" [ACTI:0010D05E] [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard 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. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and then scroll down to https://dyndolod.info/Messages/Exceptions#Range-check-error. On a hunch, see this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 The mods scripts might be overwritten.
aLEXgrte Posted January 23, 2025 Posted January 23, 2025 I tried tweaking the order but it still crashes. I actually added some extra info this time, hope it helps https://paste.ee/p/3fFm3IHN Checked for errors, all of a sudden it wokrs.
Commercial_Aside_149 Posted January 24, 2025 Posted January 24, 2025 11 hours ago, sheson said: 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. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and then scroll down to https://dyndolod.info/Messages/Exceptions#Range-check-error. On a hunch, see this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 The mods scripts might be overwritten. Thank you. Checking the helpful link you provided, I tried without Mists of Tamriel. Here are steps I followed: Disabled Dyndolod, in game waited for message and went into Bannered Mare Waited sometime and made a save, QTD Removed Dyndolod, texgen, SSELoDGen. Reloaded the game, waited for sometime, checked that Dyndolod is no longer showing in the MCM and then made a save Disabled all of Mists of Tamriel features, made a new save, QTD. Removed Mists of Tam., loaded the game, waited sometime and when Mists of Tam does not show in MCM, made a save, QTD. Ran XLodGen, followed by TexGen, then Dyndolod, enabled all and reloaded the game. Waited sometime and went out and the Giant fire is there, flames and all. Saved and reloaded and the entire things is gone again, no logs, no flames, nothing. iMaxDesired is already 10000 on my config. Tried a brand new game, with dyndolod enabled (no mists of tam.): Fire visible, save and reload, it disappears again The log files sizes are large, hence sharing through the link below: https://ufile.io/f/84a56 Issue is only with Giant fires, could it be something to do with Embers XD? Thank you in advance for the help
sheson Posted January 24, 2025 Author Posted January 24, 2025 13 hours ago, aLEXgrte said: I tried tweaking the order but it still crashes. I actually added some extra info this time, hope it helps https://paste.ee/p/3fFm3IHN Checked for errors, all of a sudden it wokrs. The link only contains the bugreport.txt. The requested DynDOLOD log and debug were not provided.
sheson Posted January 24, 2025 Author Posted January 24, 2025 3 hours ago, Commercial_Aside_149 said: Thank you. Checking the helpful link you provided, I tried without Mists of Tamriel. Here are steps I followed: Disabled Dyndolod, in game waited for message and went into Bannered Mare Waited sometime and made a save, QTD Removed Dyndolod, texgen, SSELoDGen. Reloaded the game, waited for sometime, checked that Dyndolod is no longer showing in the MCM and then made a save Disabled all of Mists of Tamriel features, made a new save, QTD. Removed Mists of Tam., loaded the game, waited sometime and when Mists of Tam does not show in MCM, made a save, QTD. Ran XLodGen, followed by TexGen, then Dyndolod, enabled all and reloaded the game. Waited sometime and went out and the Giant fire is there, flames and all. Saved and reloaded and the entire things is gone again, no logs, no flames, nothing. iMaxDesired is already 10000 on my config. Tried a brand new game, with dyndolod enabled (no mists of tam.): Fire visible, save and reload, it disappears again The log files sizes are large, hence sharing through the link below: https://ufile.io/f/84a56 Issue is only with Giant fires, could it be something to do with Embers XD? Thank you in advance for the help Generating terrain LOD with xLODGen is not going to have an affect on this. What mod is the GiantCampfire01BurningNoLand.nif from? If only the stones are shown after reload, they have the same reference and base record form IDs as the when the logs and fire show? Test if changing the mesh mask rule for "giantcampfire01" from Grid: FarFull to FarLOD and Reference: Replace to Unchanged makes a difference.
Commercial_Aside_149 Posted January 24, 2025 Posted January 24, 2025 21 minutes ago, sheson said: The link only contains the bugreport.txt. The requested DynDOLOD log and debug were not provided. Sorry about that. I have the DyndoLOD SSE Log as attached, the Debug is 400+MB, so have to upload. in the link https://ufile.io/f/84a56 I do see all the files attached though. Let me try again this time just with the debug log https://ufile.io/bm3exc5e Please try this one for the debug log. Let me know please, thank you DynDOLOD_SSE_log.txt 1 minute ago, sheson said: What mod is the GiantCampfire01BurningNoLand.nif from? If only the stones are shown after reload, they have the same reference and base record form IDs as the when the logs and fire show? Test if changing the mesh mask rule for "giantcampfire01" from Grid: FarFull to FarLOD and Reference: Replace to Unchanged makes a difference. As I see, there are a number of mods that change the "GiantCampfire01BurningNoLand.nif" overwriting each other. I just tried with "EVE - Giant Campfires Cast Shadows - ENB Light" at the end of the LO, overwriting everyone else, I still have the same issue. Let me check what the rocks are from and try with FAR LoD too later, will keep you posted, thanks again
sheson Posted January 24, 2025 Author Posted January 24, 2025 21 minutes ago, Commercial_Aside_149 said: Sorry about that. I have the DyndoLOD SSE Log as attached, the Debug is 400+MB, so have to upload. in the link https://ufile.io/f/84a56 I do see all the files attached though. Let me try again this time just with the debug log https://ufile.io/bm3exc5e Please try this one for the debug log. Let me know please, thank you DynDOLOD_SSE_log.txt 3.23 MB · 1 download As I see, there are a number of mods that change the "GiantCampfire01BurningNoLand.nif" overwriting each other. I just tried with "EVE - Giant Campfires Cast Shadows - ENB Light" at the end of the LO, overwriting everyone else, I still have the same issue. Let me check what the rocks are from and try with FAR LoD too later, will keep you posted, thanks again Why are you replying to a post I made to another user about about their DynDOLOD logs? You did not really answer these questions: 1. What mod is the GiantCampfire01BurningNoLand.nif from shown in the screenshot? From your answer I take it was from another mod before you tried EVE - Giant Campfires Cast Shadows - ENB Light. 2. If only the stones are shown after reload, they have the same reference and base record form IDs as when the fire, logs and stones show? https://dyndolod.info/Official-DynDOLOD-Support-Forum Try not to make posts that only promise more information, logs, results etc. in the future. If it takes time to first gather information, logs, results etc. it is fine to just take it and then post when ready.
Commercial_Aside_149 Posted January 24, 2025 Posted January 24, 2025 1 minute ago, sheson said: Why are you replying to a post I made to another user about about their DynDOLOD logs? You did not really answer these questions: 1. What mod is the GiantCampfire01BurningNoLand.nif from shown in the screenshot or logs? From your answer I take it was from another mod before you tried EVE - Giant Campfires Cast Shadows - ENB Light. 2. If only the stones are shown after reload, they have the same reference and base record form IDs as when the fire, logs and stones show? https://dyndolod.info/Official-DynDOLOD-Support-Forum Try not to make posts that only promise more information, logs, results etc. in the future. If it takes time to first gather information, logs, results etc. it is fine to just take it and then post when ready. Sorry for the confusion. 1. What mod is the GiantCampfire01BurningNoLand.nif from shown in the screenshot or logs? From your answer I take it was from another mod before you tried EVE - Giant Campfires Cast Shadows - ENB Light. A: Its from Embers XD. I confirmed that Embers XD is overwriting other mods 2. If only the stones are shown after reload, they have the same reference and base record form IDs as when the fire, logs and stones show? A: Yes, as I see in below pics: In both cases the Base ID is 0003E225 and Ref. ID is 5A0014ED
sheson Posted January 24, 2025 Author Posted January 24, 2025 37 minutes ago, Commercial_Aside_149 said: Sorry for the confusion. 1. What mod is the GiantCampfire01BurningNoLand.nif from shown in the screenshot or logs? From your answer I take it was from another mod before you tried EVE - Giant Campfires Cast Shadows - ENB Light. A: Its from Embers XD. I confirmed that Embers XD is overwriting other mods 2. If only the stones are shown after reload, they have the same reference and base record form IDs as when the fire, logs and stones show? A: Yes, as I see in below pics: In both cases the Base ID is 0003E225 and Ref. ID is 5A0014ED What version and install option of Embers XD are using? There does not seem to be a version of GiantCampfire01BurningNoLand.nif in EmbersXD without a stone circle. Since we now actually know that the stones and giant fire are separate references and meshes, the missing fire after loading is probably a different problem than the fire particles not showing. Test if the same still happens with the test versions of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/686/#findComment-284082. Just replace the DLL, nothing else.
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