Jump to content

Recommended Posts

Posted
2 hours ago, Ahobala said:

Hi, I'm having an issue running DynDOLOD.

The error is:

Error: OpenGL: invalid operation for 189B311C while processing 189B311C (4) while processing textures\lod\wrwallslod01.dds.

Here are the bugreport.txt, DynDOLOD_SSE_Debug_log.txt, and DynDOLOD_SSE_log.txt logs.

I'm running DynDOLOD Resources SE 3 Alpha-37, DynDOLOD 3 Alpha-128 and the latest drivers for my AMD RX 6800, Adrenalin 23.5.2.

Thanks!

Try terminate all crapware that is installed with the AMD driver or install the graphics driver only to see if it makes a difference.

If not change, test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

If  no change upload new logs, bugreport.txt if it exists.

  • +1 1
Posted
1 hour ago, kaska said:

Ok, when Im deactive dynyndolod in mcm then everything was back to normal

Screen-Shot12.png

, but when I activated the dyndolod again in mcm farmhouses it came back

Screen-Shot13.png

I go to riverwood and came back to helgen but the problem with farmhouses still exists:(

in whiterun I took pictures when dyndolod is deactivated

dyn-off.png

and when dyndolods is activated

dyn-on.png

I see no difference :O

Install DynDOLOD DLL SSE, both the DynDOLOD DLL SE - Scripts that need to overwrite DynDOLOD Resources and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. See https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

Posted
19 minutes ago, sheson said:

Install DynDOLOD DLL SSE, both the  DynDOLOD DLL SE — Skrypty, które muszą zastąpić zasoby D SKSE64 ynDOLOD ynDOLOD Resources and D ynDOLO D DLL SE Plugin — Skyrim Special Edition 1.6.640 Zobacz https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

Do I need to install these both?? Sorry for the stupid question but I want to make sure I'm doing it right

Screenshot2023-07-03at20-40-08DynDOLODDLLSE.thumb.png.e502d74a23c896fbe7ff8ae1f609cff3.png

Posted
18 minutes ago, kaska said:

Do I need to install these both?? Sorry for the stupid question but I want to make sure I'm doing it right

Screenshot2023-07-03at20-40-08DynDOLODDLLSE.thumb.png.e502d74a23c896fbe7ff8ae1f609cff3.png

Yes, you need both the scripts and actual SKSE DLL plugin.

Posted
1 godzinę temu sheson powiedział:

Tak, potrzebujesz zarówno skryptów, jak i faktycznej wtyczki SKSE DLL.

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

ScreenShot23.thumb.png.78871072e25a085fb91ce9b96ff7df21.png

Screen-Shot24.png

Screen-Shot26.png

023-07-03-21-58-49-760.jpg

07-03-22-01-23-804.jpg

Posted
8 hours ago, kaska said:

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

ScreenShot23.thumb.png.78871072e25a085fb91ce9b96ff7df21.png

Screen-Shot24.png

Screen-Shot26.png

023-07-03-21-58-49-760.jpg

07-03-22-01-23-804.jpg

Download the attached pex script and replace it in the scripts folder of the "DynDOLOD DLL SE - Scripts" mod.

Start new game and let me know if things look correct then.

SHESON_DynDOLOD_LODObject.pex

Posted
2 hours ago, sheson said:

Pobierz załączony skrypt pex i zastąp go w folderze scripts moda „ DynDOLOD DLL SE - Scripts" mod.

Rozpocznij nową grę i daj mi znać, czy wtedy wszystko wygląda dobrze.

SHESON_DynDOLOD_LODObject.pex 13.52 kB · 0 downloads

This script fixed all my problems,everything looks as it should be :) Thank you, thank you, thank you very much for your help and patience

Screen-Shot30.png

Screen-Shot32.png

Posted

What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt

Posted
1 hour ago, heheloveer said:

What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt 2.37 MB · 0 downloads

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

Posted
8 minutes ago, sheson said:

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?

Posted
35 minutes ago, Kiwi said:

image.thumb.png.b7711015daade4cf1ce79bf6a211cba7.png

Hello, i'm getting this error after many "Information - Please wait" pop-ups. Any fixes?

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log,  debug log and bugreport.txt to upload when making posts.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages, use the "Copy this message to clipboard" and post the text instead.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages click the link "Click on this link for additional explanations and help for this message" link of the message to open and read https://dyndolod.info/Messages/Exceptions

https://dyndolod.info/Messages/Exceptions#Access-violation
This could be low or out of memory problems. Use the x64 version of the tools.

Posted
31 minutes ago, heheloveer said:

So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?

The papyrus scripted dynamic LOD uses references with cell sized trigger boxes in each cell to know where the player is. These references also act as an activate parent for dynamic LOD references in that cell to signal them to check/change their enable/disable states. The actual covered area SW/NE min/max depends on what cell coordinates have dynamic LOD references +- far grid / 2.

Posted (edited)

Just as a general rule of thumb as a Windows 11 user. Just reinstall the codecs. They should be on windows 11, but are not. I swear I update to the next build and TexGen and DynDOLOD just stop and stare like a cat at an open door. I have an awkward theory that updates are uninstalling "outdated" codecs based on no real logic. So far I've reinstalled Visual Studio 2015, 2017, 2019, and 2022 twice and NET 6.0 SDK (v6.0.411) realizing I had 6.0.9 supposedly which is weird. Especially since both programs worked cleanly only weeks prior.

When is Windows update ever sensical, ugh.

Have a meme I made out of pain last week.

WhythehellisntmyTexGenworking.thumb.jpg.02643da0d5b932e2bad91ab5ddf2114a.jpg

EDIT: One more meme for catharsis.

IllyaWellitsDyndolod.thumb.jpg.11ff7453f7cc4912a6afc0484785f302.jpg

Edited by CyborgArmGUn
Bonus meme
Posted
On 7/4/2023 at 11:46 PM, CyborgArmGUn said:

Just as a general rule of thumb as a Windows 11 user. Just reinstall the codecs. They should be on windows 11, but are not. I swear I update to the next build and TexGen and DynDOLOD just stop and stare like a cat at an open door. I have an awkward theory that updates are uninstalling "outdated" codecs based on no real logic. So far I've reinstalled Visual Studio 2015, 2017, 2019, and 2022 twice and NET 6.0 SDK (v6.0.411) realizing I had 6.0.9 supposedly which is weird. Especially since both programs worked cleanly only weeks prior.

When is Windows update ever sensical, ugh.

These are are not "codecs". The redistributable contains libraries for compiled c++ programs (Texconv) and the frameworks are to run managed c# programs (LODGen). None of the tools require a SDK version of these in order to work.

https://dyndolod.info/Downloads#Additional-Requirements

Newer Framework versions typically include all older Framework versions. Simply download the latest .NET Runtime. I can just install the latest .NET 7 runtime and LODGenx64Win (which requires .NET 6 as minimum) works. Windows update may update the framework runtime/desktop - also to beta versions. There were issues with a beta version in the past.

TexGen/DynDOLOD/xLODgen/xEdit are compiled Delphi programs and do not require any additional libraries or frameworks.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.