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Posted
1 hour ago, z929669 said:

Finished my post. See final edit above:

The logs show that different settings where used, high/medium, Level 32 on/off etc. but in regards to dynamic LOD, things appear to be pretty much the same - none of that code that creates the dynamic LOD records/data was modified in recent versions.

If you have problems with dynamic LOD:

Test with a new game.
Check the DynDOLOD SkyUI MCM Main page for the last message.
Check the DynDOLOD SkyUI MCM Information page that plugins and data files have same bunch of numbers.
Check the papyrus log for messages from the SHSESON_DynDOLOD_* scripts.

Do not install the game into Program Files x86 to avoid issues with UAC, anitvir etc.

Posted (edited)

Greetings Sheson. First off, words cannot express how much you have done to revolutionize Skyrim nor how much your work is appreciated. DYNDOLOD really is a masterpiece. If I were born with Elon Musk's family fortune I would gladly name a satellite in your honor. Or a whole fleet of satellites! As it is I hope my heartfelt and sincere thanks are of some small value.

One question: In the Open Cities documentation you state that step 1 should only generate Object LOD and Tree LOD. A previous user asked if Occlusion data needs to be checked in both steps and I see you answered no, that it only needs to be generated in step 2. However, there are two other options that are available both when doing just Object/Tree LOD and just Dynamic LOD, which are Terrain underside and Glow windows.

So, my question is do Occlusion data, Terrain underside, and Glow windows ALL only need to be checked in step 2, or do any of them need to be enabled in step 1 also, when running the Open Cities install?

Thanks again times 3000!

Edited by Phinix
Posted
5 hours ago, sheson said:

This might be fixed next version. If not upload new log, debug log and bugreport.txt if it exists.

This should be fixed in the next version. If not upload new log, debug log and bugreport.txt if it exists.

Test with the next version. Should be fixed. If it still happens upload all new logs and bugreport.txt.

Alright, I ran Alpha 80 for my minimal test modlist that was getting access violation errors before and that's fixed now, so that worked. Everything completed successfully on that minimal list.

After that worked I went back to run TexGen and DynDOLOD on my full modlist and got "Error: Range check error." in DynDOLOD.

Copied to clipboard:

Spoiler

 

[Window Title]
DynDOLOD

[Main Instruction]
Error: Range check error.

[Content]


Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

 

bugreport.txt DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt

Posted
39 minutes ago, Phinix said:

Greetings Sheson. First off, words cannot express how much you have done to revolutionize Skyrim nor how much your work is appreciated. DYNDOLOD really is a masterpiece. If I were born with Elon Musk's family fortune I would gladly name a satellite in your honor. Or a whole fleet of satellites! As it is I hope my heartfelt and sincere thanks are of some small value.

One question: In the Open Cities documentation you state that step 1 should only generate Object LOD and Tree LOD. A previous user asked if Occlusion data needs to be checked in both steps and I see you answered no, that it only needs to be generated in step 2. However, there are two other options that are available both when doing just Object/Tree LOD and just Dynamic LOD, which are Terrain underside and Glow windows.

So, my question is do Occlusion data, Terrain underside, and Glow windows ALL only need to be checked in step 2, or do any of them need to be enabled in step 1 also, when running the Open Cities install?

Thanks again times 3000!

Terrain underside needs to be done in the second pass.

If you do Glow LOD Windows High, do them in second pass only. If they are not high do them in the first pass only.

37 minutes ago, Roastlawyer said:

Alright, I ran Alpha 80 for my minimal test modlist that was getting access violation errors before and that's fixed now, so that worked. Everything completed successfully on that minimal list.

After that worked I went back to run TexGen and DynDOLOD on my full modlist and got "Error: Range check error." in DynDOLOD.

Copied to clipboard:

  Reveal hidden contents

bugreport.txt 32.54 kB · 1 download DynDOLOD_SSE_Debug_log.txt 620.86 kB · 1 download DynDOLOD_SSE_log.txt 34.03 kB · 0 downloads

Can you also upload seasons\blacklist_roastmodularwhiterun_wrcastlestairs01_snow.ini?

Posted
14 minutes ago, sheson said:

Terrain underside needs to be done in the second pass.

If you do Glow LOD Windows High, do them in second pass only. If they are not high do them in the first pass only.

Perfect, thanks very much for the quick reply!

Posted
6 hours ago, sheson said:

This might be fixed next version. If not upload new log, debug log and bugreport.txt if it exists.

This should be fixed in the next version. If not upload new log, debug log and bugreport.txt if it exists.

Test with the next version. Should be fixed. If it still happens upload all new logs and bugreport.txt.

Fortunately fixed. Thanks so much for your help!

Posted

Well I didn't clean my Game master for three months and I didn't get any CTD.

However I was surprised that a part of Apocrypha cell disappeared after cleaning some masters. 

Posted
23 minutes ago, gamingsrc said:

Well I didn't clean my Game master for three months and I didn't get any CTD.

However I was surprised that a part of Apocrypha cell disappeared after cleaning some masters. 

This is the DynDOLOD 3 alpha thread for testing LOD generation etc.

DynDOLOD reports facts about records/plugins/load order, just like LOOT or the xEdit error check does.

Refer to https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html how to properly clean plugins.
To avoid user error, consider using Batch Plugin Cleaner for Mod Organizer or xEdit Cleaning Extension.

Posted
8 hours ago, sheson said:

Check/Upload the LODGen_SSE_Test_log.txt file and check the event log.

Okay, my log file is attached. It seems to be pointing to the performance counters error even though I've tried the fix. I'm not sure what else I can do at this point, so any help would be appreciated.

LODGen_SSE_Test_log.txt

Posted
23 minutes ago, sheson said:

Replace LODGenx64.exe in Edit Scripts with this test version. It uses an alternative method. Let me know how it goes.

That worked! I was able to get past the initial loading stage, which is where I was getting stuck before, to the point where the DynDOLOD Wizard popped up. I haven't tried to actually run the program yet, but I'll let you know if I run into any issues when I do.

Thanks so much! The support you give on here is absolutely legendary. You are a true gem of this community.

  • +1 1

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