sheson Posted September 7, 2022 Author Posted September 7, 2022 1 hour ago, Blackread said: Tested it now, with uLargeRefLODGridSize=5 there's just LOD models as expected. The large references were generated with that version of the script. See if there is anything different if you generate large references with the attached version. Skyrim SE - Generate Large References.pas
Blackread Posted September 7, 2022 Posted September 7, 2022 2 hours ago, sheson said: See if there is anything different if you generate large references with the attached version. Skyrim SE - Generate Large References.pas 13.08 kB · 2 downloads I'm afraid not. I removed the old large refs, redid them with this version of the script and regenerated LOD, but that cell was still bugged. But I did notice that a couple initially disabled references that were added with the old script were not added with this one, so that's helpful. With the old one I had to delete them manually afterwards when the DynDOLOD Summary reported them.
sheson Posted September 7, 2022 Author Posted September 7, 2022 2 hours ago, Blackread said: I'm afraid not. I removed the old large refs, redid them with this version of the script and regenerated LOD, but that cell was still bugged. But I did notice that a couple initially disabled references that were added with the old script were not added with this one, so that's helpful. With the old one I had to delete them manually afterwards when the DynDOLOD Summary reported them. If the CRC32 of your version of arnima.esm is not EE7FCD5E, send it to me.
Blackread Posted September 7, 2022 Posted September 7, 2022 57 minutes ago, sheson said: If the CRC32 of your version of arnima.esm is not EE7FCD5E, send it to me. Here it is: https://ufile.io/jews6e37 I have (manually) merged some fixes into it.
sheson Posted September 7, 2022 Author Posted September 7, 2022 3 hours ago, Blackread said: Here it is: https://ufile.io/jews6e37 I have (manually) merged some fixes into it. I can not replicate. This is the plugin after generating large refs https://mega.nz/file/MMI0HTwL#o0zRU_fJPzS5iTctFMeN6TUwVnPGXqrwE4i35vJ6x6s Can you list all plugin that overwrite Wordspace: arnimaDUPLICATE003 "The Reach" [WRLD:xx000D62] Persistent Worldspace Cell: [CELL:xx003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62]) Cell: [CELL:xx01DCBE] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62] at 18,-3)
Blackread Posted September 7, 2022 Posted September 7, 2022 2 hours ago, sheson said: I can not replicate. This is the plugin after generating large refs https://mega.nz/file/MMI0HTwL#o0zRU_fJPzS5iTctFMeN6TUwVnPGXqrwE4i35vJ6x6s Can you list all plugin that overwrite Wordspace: arnimaDUPLICATE003 "The Reach" [WRLD:xx000D62] Persistent Worldspace Cell: [CELL:xx003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62]) Cell: [CELL:xx01DCBE] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62] at 18,-3) I did some quick tests with your plugin and comparing it to mine. With my generated LODs the bug was present with both. With the pregenerated LODs from the mod it was absent with both. I'll do a full LOD regeneration with your plugin just to be sure, as it looks like they are different based on CRC32. Here are the overwriting plugins: Worldspace: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, Water for ENB - Patch - Beyond Reach.esp, ACMOS - Beyond Reach.esp, Clear Map - Water for ENB Patch.esp (this is my personal plugin patching the latter two together), Synthesis.esp, DynDOLOD.esp, Occlusion.esp Persistent Worldspace Cell: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, DynDOLOD.esp Cell: DynDOLOD.esm, Occlusion.esp
sheson Posted September 7, 2022 Author Posted September 7, 2022 39 minutes ago, Blackread said: I did some quick tests with your plugin and comparing it to mine. With my generated LODs the bug was present with both. With the pregenerated LODs from the mod it was absent with both. I'll do a full LOD regeneration with your plugin just to be sure, as it looks like they are different based on CRC32. Here are the overwriting plugins: Worldspace: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, Water for ENB - Patch - Beyond Reach.esp, ACMOS - Beyond Reach.esp, Clear Map - Water for ENB Patch.esp (this is my personal plugin patching the latter two together), Synthesis.esp, DynDOLOD.esp, Occlusion.esp Persistent Worldspace Cell: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, DynDOLOD.esp Cell: DynDOLOD.esm, Occlusion.esp The LOD included with the mod does not mark anything as large reference, so all cells not ever unload any LOD inside the uLargeRefLODGridSize. The two mountaincliff objects in the screenshot do not have vanilla LOD, though. I only generated large refs for ArnimaDuplicate003 and none of the other worldspaces.
Blackread Posted September 7, 2022 Posted September 7, 2022 2 hours ago, sheson said: The LOD included with the mod does not mark anything as large reference, so all cells not ever unload any LOD inside the uLargeRefLODGridSize. The two mountaincliff objects in the screenshot do not have vanilla LOD, though. I only generated large refs for ArnimaDuplicate003 and none of the other worldspaces. Ah, that explains. Well, this is a stubborn one. I've done everything I could think of, but the cell is still bugged: I've gone to a bare minimum list, I've reset my DynDOLOD rules to the default high, and I switched from papyrusutil to DynDOLOD dll. With vanilla meshes it's not as visible as the LODs are mostly covered, but it's still there. Can't think of anything else to try and fix it.
sanheart Posted September 7, 2022 Posted September 7, 2022 Nice to meet you, I use DynDOLOD 3 Alpha and billboards are Happy Little Trees 3D LOD - Qualit. For some reason, I have been getting a series of ctd's in the city of Markarth. It can be cured by removing the DynDOLOD I created. I don't see anything unusual elsewhere, only in the city of Markarth this phenomenon occurs. Was there some serious mistake made during the creation?
sheson Posted September 8, 2022 Author Posted September 8, 2022 6 hours ago, Blackread said: Ah, that explains. Well, this is a stubborn one. I've done everything I could think of, but the cell is still bugged: I've gone to a bare minimum list, I've reset my DynDOLOD rules to the default high, and I switched from papyrusutil to DynDOLOD dll. With vanilla meshes it's not as visible as the LODs are mostly covered, but it's still there. Can't think of anything else to try and fix it. Check if the LOD is disabled once the cell attaches.
sheson Posted September 8, 2022 Author Posted September 8, 2022 5 hours ago, sanheart said: Nice to meet you, I use DynDOLOD 3 Alpha and billboards are Happy Little Trees 3D LOD - Qualit. For some reason, I have been getting a series of ctd's in the city of Markarth. It can be cured by removing the DynDOLOD I created. I don't see anything unusual elsewhere, only in the city of Markarth this phenomenon occurs. Was there some serious mistake made during the creation? Read the first post which log and debug log to upload when making posts. Why do you believe the CTD has something to do with the LOD mod generated by DynDOLOD? Check the log and summary. https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages Check the crash log for hints. https://dyndolod.info/FAQ "ILS or CTD" and ..\DynDOLOD\docs\DynDOLOD-README.txt
Blackread Posted September 8, 2022 Posted September 8, 2022 1 hour ago, sheson said: Check if the LOD is disabled once the cell attaches. The LOD was disabled. But it seems that somehow, no idea how, the latest update to beyond reach has fixed this. And not even the plugin, I am still testing with the same plugin you gave me, but loading the game with the same LODs and the same plugin from yesterday but the new assets from today the bug is gone.
TeostraAscend Posted September 8, 2022 Posted September 8, 2022 First, I realize this sound absurd. Nothing in Occlusion.esp should be affecting NPC AI/Package. And yet, in my own testing, I find that the Occlusion.esp generated from DynDoLOD 3.0 Alpha is in fact preventing some Sandbox packages from working properly. Specifically, I have a Sandbox package on a few NPCs that targets a specific marker in an interior cell. Without Occlusion.esp enabled, this is exactly what happens when I load a new game. The NPC can be found chillin' in that cell. But with Occlusion.esp enabled, the NPC will be frozen in their default reference location (in Tamriel worldspace). I've tried to delete random records from Occlusion.esp just to see what's going on, and eventually, after deleting enough records, the NPC sandbox package worked as intended. But looking at those deleted records in xEdit, the only thing that got changed is the TVDT field. I have absolutely no explanation for why this happening, especially since I've used several iteration of DynDoLOD 3.0 without issue in the past.
Zaire82 Posted September 8, 2022 Posted September 8, 2022 I'm having trouble with TexGen and DynDOLOD. I run the programs but it just abruptly exits them part-way through. In TexGen it was in the creating LOD textures stage. No logs are generated, no messages of any kind. Curiously, MO2 will crash if I run TexGen a second time after this happens. MO2's logs say it crashes immediately after rerunning TexGen. After some testing, I realised it doesn't like SSE Engine Fixes. Does that sound right? I disabled that and got through the TexGen stage fine. Then I started the DynDOLOD stage. I can select the options in the menu and start, but after a couple of seconds, the message window starts flooding with errors like "[thing] does not fit naming conventions [blah blah]", "property not found", and "file not found". Then shuts down the same way TexGen was, except there are some logs. The attached are the only ones created from that run. DynDOLOD_SSE_Dynamic_LOD.txt DynDOLOD_SSE_Object_LOD.txt
sheson Posted September 8, 2022 Author Posted September 8, 2022 1 hour ago, Zaire82 said: I'm having trouble with TexGen and DynDOLOD. I run the programs but it just abruptly exits them part-way through. In TexGen it was in the creating LOD textures stage. No logs are generated, no messages of any kind. Curiously, MO2 will crash if I run TexGen a second time after this happens. MO2's logs say it crashes immediately after rerunning TexGen. After some testing, I realised it doesn't like SSE Engine Fixes. Does that sound right? I disabled that and got through the TexGen stage fine. Then I started the DynDOLOD stage. I can select the options in the menu and start, but after a couple of seconds, the message window starts flooding with errors like "[thing] does not fit naming conventions [blah blah]", "property not found", and "file not found". Then shuts down the same way TexGen was, except there are some logs. The attached are the only ones created from that run. DynDOLOD_SSE_Dynamic_LOD.txt 28.18 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 423.13 kB · 0 downloads Sounds like one of the usual problems: wrong/bad installation or output folder of the game, MO2 or tools. OS/Antivir interfering. Add RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then check/upload that log. "Blah blah" is not a useful problem description. See https://dyndolod.info/Messages to learn what certain log messages mean.
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