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Posted
14 minutes ago, Airos said:

Hi! I don't see the file 'DynDOLOD DLL NG and Scripts 3.00 [version Alpha-1]' on the Nexus page.

My notifications tell me there is an update available, and I can see from the author's activity under the Logs tab this file was added this morning (22 Dec 2022, 11:45AM), but I don't see it under the Files tab. I only see the v2.28.4 Scripts which were uploaded yesterday (21 Dec 2022, 6:59AM), and the two SKSE64 Plugins (in addition to all the old files).

Is this just a case of Nexus lagging with updating the page?

This is a case of Nexus notifying you about a file that is uploaded to the Archive section. It is hidden on purpose.

https://dyndolod.info/Changelog

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Posted
23 minutes ago, sheson said:

This is a case of Nexus notifying you about a file that is uploaded to the Archive section. It is hidden on purpose.

https://dyndolod.info/Changelog

Ah, I gotcha. I had assumed with the update to DynDoLOD 3 today those files were ready for public consumption, but it seems I missed that important tidbit in the changelog.

Thank you for the prompt reply! :D

Posted

Hi Seshon. I noticed that the Dyndolod script at Nexus has been "updated". However the version of the new file is 2.28.4. The "old" one I am using is 2.82.3. Is this a typo, or a downgraded version, or what? A bit confused here. Thanks.  

Posted
3 hours ago, stjameshawke said:

Hi Seshon. I noticed that the Dyndolod script at Nexus has been "updated". However the version of the new file is 2.28.4. The "old" one I am using is 2.82.3. Is this a typo, or a downgraded version, or what? A bit confused here. Thanks.  

That is a typo.

Posted
On 12/22/2022 at 2:54 PM, sheson said:

This is a case of Nexus notifying you about a file that is uploaded to the Archive section. It is hidden on purpose.

https://dyndolod.info/Changelog

Understood that it's hidden on purpose. I assume for testing purposes? I can report that the new LR workarounds and DLL scripts are working fine in terms of processing LOD and in-game visuals as expected.

What exactly would you like to see as evidence for adopting the NG version as the new standard? I'd like to begin updating our process and linking to the NG DLL but don't want to do that until this file and it's progeny are available as normal.

Thanks

Posted
6 hours ago, z929669 said:

Understood that it's hidden on purpose. I assume for testing purposes? I can report that the new LR workarounds and DLL scripts are working fine in terms of processing LOD and in-game visuals as expected.

What exactly would you like to see as evidence for adopting the NG version as the new standard? I'd like to begin updating our process and linking to the NG DLL but don't want to do that until this file and it's progeny are available as normal.

Thanks

This https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing and feedback that things work and the lack of problem reports for a wile.

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Posted
10 hours ago, sheson said:

This https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing and feedback that things work and the lack of problem reports for a wile.

Got it. I generated using same LO and TexGen output with/without LF fix toggled in DynDOLOD GUI (and saved logs/outputs). I will do some testing with these outputs as time permits after the holiday.

First finding is that the Summary report isn't generated with the LR fix toggled on:

../DynDOLOD/Logs/LR%20Fix%20Off/Summary/.

Perhaps this is intentional and mentioned in the doc, but I missed it if that's the case.


PS: I have not been ticking the "Large" box, due to this in the doc:

Quote

In case Ultra is checked to generate ultra tree LOD, the Large checkbox can be checked to make the full model trees large references - if they are added by ESM flagged plugins.

Our tree mods are not using ESM, so I don't expect this toggle to apply to our LO. Am I interpreting this correctly?

Posted
4 hours ago, z929669 said:

First finding is that the Summary report isn't generated with the LR fix toggled on:

../DynDOLOD/Logs/LR%20Fix%20Off/Summary/.

Perhaps this is intentional and mentioned in the doc, but I missed it if that's the case.


PS: I have not been ticking the "Large" box, due to this in the doc:

Our tree mods are not using ESM, so I don't expect this toggle to apply to our LO. Am I interpreting this correctly?

Use the DynDOLOD 3 Alpha thread to ask questions or report problems with DynDOLOD 3 Alpha. Read the first post which log and debug log to upload in that case.

Not sure what "../DynDOLOD/Logs/LR%20Fix%20Off/Summary/." is supposed to mean?
https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. The summary is only crated for certain warning and error messages.

I have no idea what "our tree mods" are. The vanilla game master files add several 10k tree references to Tamriel and other worldspaces. https://dyndolod.info/Help/Large-References

  • 4 weeks later...
Posted (edited)

Followed the full STEP guide 2.2.0, upon performance testing there were no errors/warnings, so proceeded to LOD generation, after it once starting New Game I'm constantly getting "dyndolod.dll papyrus scripts are the wrong versions". Read through the thread I didn't catch how to fix it and large reference bugs was not enabled, DynDOLOD.dll version 3.0.1.0.

Any suggestions?

Edited by Daemoned
Posted
16 minutes ago, Daemoned said:

Followed the full STEP guide 2.2.0, upon performance testing there were no errors/warnings, so proceeded to LOD generation, after it once starting New Game I'm constantly getting "dyndolod.dll papyrus scripts are the wrong versions". Read through the thread I didn't catch how to fix it and large reference bugs was not enabled, DynDOLOD.dll version 3.0.1.0.

Any suggestions?

If you follow a third party guide you should be asking teh guide author(s) for help in case of problems.

No log files, no information which DynDOLOD DLL version / scripts are installed. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. Use the DynDOLOD 3 Alpha thread https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ also read its first post.

You probably installed DynDOLOD DLL NG and scripts but did not generate LOD with the experimental large reference bugs workarounds enabled. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds how to generate LOD with the experimental large reference bugs workarounds enabled and the requirements. Or remove the DynDOLOD DLL NG and scripts and use the default PapyrusUtil setup included in DynDOLOD Resources SE or "normal" DynDOLOD DLL 2.45 for the used runtime version and  the DynDOLOD DLL SE - Scripts 2.82.4

Posted
5 minutes ago, sheson said:

If you follow a third party guide you should be asking teh guide author(s) for help in case of problems.

No log files, no information which DynDOLOD DLL version / scripts are installed. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. Use the DynDOLOD 3 Alpha thread https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ also read its first post.

You probably installed DynDOLOD DLL NG and scripts but did not generate LOD with the experimental large reference bugs workarounds enabled. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds how to generate LOD with the experimental large reference bugs workarounds enabled and the requirements. Or remove the DynDOLOD DLL NG and scripts and use the default PapyrusUtil setup included in DynDOLOD Resources SE or "normal" DynDOLOD DLL 2.45 for the used runtime version and  the DynDOLOD DLL SE - Scripts 2.82.4

I didn't follow any third party guides, I followed fully STEP 2.2.0 https://stepmodifications.org/wiki/SkyrimSE:2.2.0 up to STEP 6, when I started getting the mentioned error in the game. And yes, I installed DynDOLOD DLL NG as stated here https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_DLL_NG

Thanks for the fast response. I'll check the links and posts you mention. Though it's still too pity to came to the end of the guide and unable to play.

Posted
17 minutes ago, Daemoned said:

I didn't follow any third party guides, I followed fully STEP 2.2.0 https://stepmodifications.org/wiki/SkyrimSE:2.2.0 up to STEP 6, when I started getting the mentioned error in the game. And yes, I installed DynDOLOD DLL NG as stated here https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_DLL_NG

Thanks for the fast response. I'll check the links and posts you mention. Though it's still too pity to came to the end of the guide and unable to play.

From sheson's perspective, Step Guides = third-party guides

You have missed or misinterpreted an instruction somewhere. If sheson's guess is correct, then you forgot to tick the LR box in DynDOLOD GUI. Revisit the DynDOLOD screenshot in the guide and possibly all mods relating to LODGen.


EDIT: reviewing your log, it's clear that you did not tick the box. You should be able to save your Occlusion.esp and not need to re-run that piece if you saved to plugin as indicated in the guide.

Posted (edited)
21 hours ago, z929669 said:

From sheson's perspective, Step Guides = third-party guides

You have missed or misinterpreted an instruction somewhere. If sheson's guess is correct, then you forgot to tick the LR box in DynDOLOD GUI. Revisit the DynDOLOD screenshot in the guide and possibly all mods relating to LODGen.


EDIT: reviewing your log, it's clear that you did not tick the box. You should be able to save your Occlusion.esp and not need to re-run that piece if you saved to plugin as indicated in the guide.

I see (re third-party). Thanks for the logs' verification. I'll re-run properly and go further.

ps: It works!!! Thanks!

Edited by Daemoned
  • 1 year later...
Posted

I recently upgraded to DynDOLOD alpha 165, the DynDOLOD NG DLL and run DynDOLOD with the Large Reference Bugs Workaround activated. Prior to this I did the clean save procedure as described on dyndolod.info.

After that upgrade I started having CTDs. Mostly when loading saves in caves but sometimes they also seemed to happen randomly in the Tamriel worldspace.

The first line of my crashlogs would always say "Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFA255EC8A2 DynDOLOD.DLL+003C8A2 mov rcx,"

The FormID 003C8A2 refers to the sound AMBrDungeonCaveCrumbleSD. So I assume anytime this sound is present, my game somehow crashes to desktop. This happend with 100% certainty when loading a save in a cell where this sound is present. For instance, I could enter Fort Dawnguard, walk around and do whatever I want, there would be no CTD. However, if i saved in Fort Dawnguard and I later wanted to load this save, then my game would CTD. (This is not exclusive to Fort Dawnguard. It was the same for other cells but I didn't take note of their names.)

Switching to the standard DynDOLOD DLL and rerunning DynDOLOD without the Large Reference Bugs Workaround fixed this Problem for me. I can now load any new save in Fort Dawnguard (and any other place) without CTD.

I do not know if this is an error specific to my Load Order, but I thought it might be worth noting it here.

Spoiler

In my load order the mentioned FormID 003C8A2 AMBrDungeonCaveCrumbleSD gets modified by "Regional Sounds Expansion" (https://www.nexusmods.com/skyrimspecialedition/mods/77829) and the "Audio Overhaul for Skyrim - Immersive Sounds Compendium Compatibility Patch" (https://www.nexusmods.com/skyrimspecialedition/mods/36761).

 

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