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Posted
2 hours ago, MisterMorden said:

Hello, again...I have a small issue with a piece of the Skyforge lod sticking out of the Whiterun wall.  I looked up the ID in xEdit and the offending nif is WRSkyForge01LOD.  XEdit shows only Skyrim.esm in the right panel.  Looking this nif up in the data tab in mo2, though, shows it being provided by Dyndolod resources.  Here is a screenshot of the issue I'm having:

https://imgur.com/a/VX8cQLb

Using Dyndolod resources alpha 16 and Dyndolod 3.0 alpha 57.  Any idea why this may be happening?

Edit - Ok, I actually fixed it and here's what it was...I was looking at the dyndo resources nif in nifskope and saw that it showed the sharp protrusion in the model.  I saw that there was a mesh fix for HD LODs solving this same problem and by renaming that fixed mesh to WRSkyForge01LOD from it's orig. name it fixed the issue.

https://imgur.com/a/YZZTSyo

This is a vanilla bug. The LOD model included in DynDOLOD Resources was supposed to fix it. Maybe it is the wrong LOD model (I will need check that) or may be there is a plugins moving the wall.

Posted
3 hours ago, Separaattori said:

Well, this seems to be bug report forum and I'm reporting bugs? Also some mod author(s) report that they didn't have these problems with earlier version of dyndolod and suggest that the new dyndolod has changed something to cause these errors as their mods have had the same working structure for many years. So here I am then, reporting possible bugs/glitches that might or might not need fixing by the dyndolod team

DynDOLOD reporting a problem in the load order does not mean it is causing the problems. That should be obvious after actually reading the explanations for a message.

Unless you are saying that the warnings about missing files are not factual? DynDOLOD 2.x also reported missing meshes, for example:

SpoilerMissing models were ignored by DynDOLOD.
Below is a list of base records with missing models which are used by references:
LegacyoftheDragonborn.esm _DA_Light4DBM [MSTT:1036C11B]: Missing model "meshes\dungeons\ship\da_skyship\da_light4.nif"
LegacyoftheDragonborn.esm _DA_Light1DBM [MSTT:1036C11C]: Missing model "meshes\dungeons\ship\da_skyship\da_light1.nif"
LegacyoftheDragonborn.esm _DA_Light2DBM [MSTT:1036C11D]: Missing model "meshes\dungeons\ship\da_skyship\da_light2.nif"
LegacyoftheDragonborn.esm _DA_Light5DBM [MSTT:1036C11E]: Missing model "meshes\dungeons\ship\da_skyship\da_light5.nif"
LegacyoftheDragonborn.esm _DA_Light3DBM [MSTT:1036C11F]: Missing model "meshes\dungeons\ship\da_skyship\da_light3.nif"
References using base records with missing models can cause CTD.
Install the missing meshes, then generate LOD again if LOD for reference using these base records is desired.

The root node being a NiNode is also reported by DynDOLOD 2.x for example:
Root block of meshes\dbm resources\architecture\museum.nif is NiNode - ignoring DBMOldMuseum [STAT:1013D92C] in LegacyoftheDragonborn.esm for dynamic LOD

DynDOLOD 2.x also reports overwritten large references, for example:

Spoiler
Checking for plugins causing texture z-fighting flicker because of large references bugs.
Cutting Room Floor.esp [REFR:000D3AE8] (places RockCliff02Snow01 [STAT:0001EF3B] in GRUP Cell Temporary Children of NightgateInnExterior02 [CELL:0000907C] (in Tamriel "Skyrim" [WRLD:0000003C] at 17,10))
Cutting Room Floor.esp [REFR:000D5FF7] (places TreePineForestLog01Heavy_SN [STAT:00054CE8] in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))
Cutting Room Floor.esp [REFR:000F580D] (places FXAmbSnowBlowingPlane [MSTT:000197C7] in GRUP Cell Temporary Children of CRFHoarfrostGrotto [CELL:00008F00] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,22))
Cutting Room Floor.esp [REFR:000D3AE9] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of NightgateInnExterior01 [CELL:0000905D] (in Tamriel "Skyrim" [WRLD:0000003C] at 17,11))
Cutting Room Floor.esp [REFR:0006716B] (places WRWallRubblePile02 [STAT:00067168] in GRUP Cell Temporary Children of WhiterunExterior14 [CELL:0000961C] (in Tamriel "Skyrim" [WRLD:0000003C] at 3,-3))
Cutting Room Floor.esp [REFR:00049210] (places RoadStraight01 [STAT:0001C42F] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -11,-15)
Cutting Room Floor.esp [REFR:00080C54] (places RTWall06OuterCRF [STAT:1101F65A] in GRUP Cell Temporary Children of [CELL:0000BCF0] (in Tamriel "Skyrim" [WRLD:0000003C] at 43,-25))
Cutting Room Floor.esp [REFR:000F57F2] (places RockPileL01Snow [STAT:00032A94] in GRUP Cell Temporary Children of CRFHoarfrostGrotto [CELL:00008F00] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,22))
Cutting Room Floor.esp [REFR:00062DAF] (places RockPileL01Snow [STAT:00032A94] in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))
Cutting Room Floor.esp [REFR:00097412] (places RockCliff03 [STAT:00025DA8] in GRUP Cell Temporary Children of CRFIrontreeMill [CELL:00009389] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,17))
Cutting Room Floor.esp [REFR:00097413] (places RockCliff02PineForest02 [STAT:00054C32] in GRUP Cell Temporary Children of CRFIrontreeMill [CELL:00009389] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,17))
Cutting Room Floor.esp [REFR:000EF5E2] (places FXSmokeWispsLg2x1 [MSTT:00077776] in GRUP Cell Temporary Children of [CELL:00008EAE] (in Tamriel "Skyrim" [WRLD:0000003C] at 14,25))
Cutting Room Floor.esp [REFR:000EF5E1] (places FXSmokeWispsLg2x1 [MSTT:00077776] in GRUP Cell Temporary Children of [CELL:00008EAE] (in Tamriel "Skyrim" [WRLD:0000003C] at 14,25))
Cutting Room Floor.esp [REFR:000973CA] (places RockPileL02PineForest02 [STAT:0005B810] in GRUP Cell Temporary Children of CRFFrostRiverSE [CELL:00009387] (in Tamriel "Skyrim" [WRLD:0000003C] at -21,17))
Cutting Room Floor.esp [REFR:000973BB] (places MountainTrim01PineForest02 [STAT:00055036] in GRUP Cell Temporary Children of CRFFrostRiverFarmWest [CELL:00009367] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,18))
Cutting Room Floor.esp [REFR:00098CDA] (places RockPileL01PineForest02 [STAT:0005DB00] in GRUP Cell Temporary Children of CRFFrostRiverSmithCell [CELL:00009388] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,17))
Cutting Room Floor.esp [REFR:00098CD6] (places DirtCliffs03PineForest02 [STAT:0005B7E2] in GRUP Cell Temporary Children of CRFFrostRiverSmithCell [CELL:00009388] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,17))
Cutting Room Floor.esp [REFR:00062EAE] (places RockCliff04Snow [STAT:00024C94] in GRUP Cell Temporary Children of [CELL:0000907B] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,10))
Cutting Room Floor.esp [REFR:000D5FC0] (places RockPileL01Snow [STAT:00032A94] in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))
Cutting Room Floor.esp [REFR:000424AC] (places RockPileL03TundraRocks01 [STAT:0003ABE0] in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))
Cutting Room Floor.esp [REFR:000FE25E] (places CollisionMarker [STAT:00000021] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [STAT:1101F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))

The sad truth with the large reference bugs triggered by large references being overwritten is that most people including mod authors have not read the explanations or understood the problem and its possible workarounds. Hence they can not make qualified statements about it.

A statement like "it works" does not mean there can not be problems. The game is failure tolerant to a degree. 
If the player never goes to an area where a missing assets are used, then there won't be a noticeable issue for example.

As explained, DynDOLOD tries to ignore problematic assets or records for the very reason to avoid triggering any issues. As the past years have shown, CTDs and other issues are almost always caused by third party assets or plugins. Reporting the problem and then trying to skip over it for LOD generation means no CTD "caused by DynDOLOD" as people often put it, but can still mean visual inconsistency. The log message are printed so that they can be investigated and addressed if necessary.

If you believe a specific log message to be wrong about a problem then report that. 
If further explanations or investigation of a particular issue in a mod is needed, then ask about that.

Posted (edited)
6 hours ago, sheson said:

This is a vanilla bug. The LOD model included in DynDOLOD Resources was supposed to fix it. Maybe it is the wrong LOD model (I will need check that) or may be there is a plugins moving the wall.

Hmm, I actually tried vanilla + only ussep & alternate start as a troubleshooting step and it wasn't present.  I also checked the wall there with xEdit but I didn't see anything altering it either.  This is probably a dumb question, but why wouldn't I see dyndolod resources affecting the skyforge lod nif in xEdit instead of just Skyrim.esm?  As always, your help is very much appreciated. 

Edited by MisterMorden
Posted
1 hour ago, MisterMorden said:

Hmm, I actually tried vanilla + only ussep & alternate start as a troubleshooting step and it wasn't present.  I also checked the wall there with xEdit but I didn't see anything altering it either.  This is probably a dumb question, but why wouldn't I see dyndolod resources affecting the skyforge lod nif in xEdit instead of just Skyrim.esm?  As always, your help is very much appreciated. 

Why do you expect a DynDOLOD plugin to do anything to the forge reference or base record?

This is an object LOD model that gets shown in the loaded cell and that gets combined into the object LOD meshes for the area. There is no need to do anything to the reference or base record.

The DynDOLOD Resource simple contain the same vanilla LOD model but with the path to the full texture instead.
I could have sworn I edited the model at one point to fix the triangles through the wall, but I that changed model got lost somewhere and never made it into the Resources.

 

Posted
1 hour ago, sheson said:

Why do you expect a DynDOLOD plugin to do anything to the forge reference or base record?

This is an object LOD model that gets shown in the loaded cell and that gets combined into the object LOD meshes for the area. There is no need to do anything to the reference or base record.

Guess it was a dumb question, lol.  Thank you!

Posted

Hello.

I'm trying to create hybrid tree lods for a personal tree mod. I get as far as the part where you have to run the hybrid.bat file, but get errors, and the program just quickly closes. The LODGEN log reads as follows:

 

Quote

Skyrim Object LOD Generator 3.0.0.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 9:52:57 PM
Game Mode: HYBRID
File not found: reachclifftree01_7941E463_crown.txt
File not found: reachtree02_D53BB15F_crown.txt
File not found: s3dtrees_reachclifftree01_467C2A5A_crown.txt
File not found: s3dtrees_reachtree02_0859CC54_crown.txt
File not found: s3dtrees_treeaspen04_89CC8BF5_crown.txt
File not found: s3dtrees_treeaspen05_24B66B2A_crown.txt
File not found: s3dtrees_treeaspen06_840DC1EB_crown.txt
File not found: s3dtrees_treepineforest01_E04E9786_crown.txt
File not found: s3dtrees_treepineforest02_9C8F0A7E_crown.txt
File not found: s3dtrees_treepineforest03_F44BCE6F_crown.txt
File not found: s3dtrees_treepineforest04_18A65C15_crown.txt
File not found: s3dtrees_treepineforest05_B405BC20_crown.txt
File not found: s3dtrees_treepineforestsnow01_D51CAB93_crown.txt
File not found: s3dtrees_treepineforestsnow02_91CE7B2F_crown.txt
File not found: s3dtrees_treepineforestsnow03_3E377A9F_crown.txt
File not found: s3dtrees_treepineforestsnow04_FEB1834E_crown.txt
File not found: s3dtrees_treepineforestsnow05_B6EF5A64_crown.txt
File not found: s3dtrees_treepineforestsnowl01_85F53A16_crown.txt
File not found: s3dtrees_treepineforestsnowl02_1703A33B_crown.txt
File not found: s3dtrees_treepineforestsnowl03_853B900C_crown.txt
File not found: s3dtrees_treepineforestsnowl04_9ADD8871_crown.txt
File not found: s3dtrees_treepineforestsnowl05_2FB9F6E9_crown.txt
File not found: TreeAspen02_68E39F9A_crown.txt
File not found: TreeAspen05_821ACC5D_crown.txt
Log ended at 9:52:57 PM (0:0)
Code: 0

Looking through the instructions, I can't see anything in regards to creating any "*crown.txt" files. I have trunk.txt files that were generated along with the trunk billboards when I ran Texgen. Was I supposed to place the crown.nif files that I created in the same directory as the trunk.nif files prior to running TexGen?...

I had them placed in the separate, dedicated input folder for the hybrid tree creation...

Posted
2 hours ago, SuzanoSho said:

Hello.

I'm trying to create hybrid tree lods for a personal tree mod. I get as far as the part where you have to run the hybrid.bat file, but get errors, and the program just quickly closes. The LODGEN log reads as follows:

 

Looking through the instructions, I can't see anything in regards to creating any "*crown.txt" files. I have trunk.txt files that were generated along with the trunk billboards when I ran Texgen. Was I supposed to place the crown.nif files that I created in the same directory as the trunk.nif files prior to running TexGen?...

I had them placed in the separate, dedicated input folder for the hybrid tree creation...

Are the filename of the crown NIFs of the form *_XXXXXXXXpassthru_lod.nif as explained at https://dyndolod.info/Help/3D-Tree-LOD-Model#Crowns-Leaves-and-Branches?

For example like reachclifftree01_7941E463passthru_lod.nif

Posted

Not sure where to put this, but I wanted to say thank you!

Hopefully you hear it so often it's meaningless, but thanks for making and sharing this! I've been modding Skyrim super casually for a long time and haven't bothered with DynDOLOD before because of poor specs and a frankly daunting install and generation process. Recently I decided to get back into Skyrim after a long break, with a PC that's absurdly overkill, and I took the time to read the DynDOLOD manual and guides. It took me a few tries to get everything right because I kept screwing up the settings, but I got it.

Holy, my game has never looked better. I've always played very heavily modded, never used DynDOLOD, I didn't realize how awesome it was being able to actually see distant things with detail. The few days it took me to drag my feet through learning the settings was so absolutely worth it. I can't imagine trying to play without this now, it's absolutely game changing.

Thanks for making such a neat and well-built tool, the generated report was super interesting too, I was able to go and fix up a ton of different issues in the mods I was using thanks to it, so I should be noticeably more stable now too!

  • Like 1
Posted
34 minutes ago, Nightstick24 said:

Not sure where to put this, but I wanted to say thank you!

Hopefully you hear it so often it's meaningless, but thanks for making and sharing this! I've been modding Skyrim super casually for a long time and haven't bothered with DynDOLOD before because of poor specs and a frankly daunting install and generation process. Recently I decided to get back into Skyrim after a long break, with a PC that's absurdly overkill, and I took the time to read the DynDOLOD manual and guides. It took me a few tries to get everything right because I kept screwing up the settings, but I got it.

Holy, my game has never looked better. I've always played very heavily modded, never used DynDOLOD, I didn't realize how awesome it was being able to actually see distant things with detail. The few days it took me to drag my feet through learning the settings was so absolutely worth it. I can't imagine trying to play without this now, it's absolutely game changing.

Thanks for making such a neat and well-built tool, the generated report was super interesting too, I was able to go and fix up a ton of different issues in the mods I was using thanks to it, so I should be noticeably more stable now too!

Thanks for letting us know. Enjoy

Posted (edited)

EDIT: Actually, let me update to the latest version before asking any more questions, I missed the December 15th update...

Edited by SuzanoSho
Posted
4 hours ago, SuzanoSho said:

*sigh*

Okay, maybe it's because it was late, but I thought for sure I read that they were supposed to be named "*XXXXXXXX_crown.nif". My mistake.

It's like:

  • TreeFileName_CRC32_trunk.nif
  • TreeFileName_CRC32passthru_lod.nif

Personally, I use the supplied ..\DynDOLOD\docs\trees.ultra\tools\emptypassthru_lod.nif as the basis for both.

Posted

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

Posted
1 hour ago, BrotherShamus said:

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

Keep them enabled.

Posted
2 hours ago, BrotherShamus said:

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

https://dyndolod.info/Generation-Instructions#Prerequisites

"Typically create all other patches first. Especially all patches affecting worldspaces should be done before generating LOD"

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