TheDude Posted August 6, 2023 Posted August 6, 2023 5 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload. If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine. Generating LOD with the same load order and settings is going to have the same results. Understood, Ill get back to you the the proper logfiles after Ive redone the LOD-generation. I also have a minimum of mods in and around town and since the older version (Alpha 128) worked really well the perfomancedrop with the latest version seems weird... The load order is exactly the same btw.
Jadeath Posted August 6, 2023 Posted August 6, 2023 Getting completely new error now so I assume making progress: Error: Range check error https://ufile.io/4bn9zjqo https://ufile.io/o7siwurl https://ufile.io/souwi8am
PurpleYellowRosa Posted August 6, 2023 Posted August 6, 2023 (edited) 8 hours ago, sheson said: Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, debug log and bugreport.txt to upload and how to zip and use a file service for large files. As explained at https://dyndolod.info/Messages/Exceptions#Range-check-error, this is a problem that needs to be fixed in the tools. Apologies for late follow up on this. I tested two different things: undeleting references to use the new Dyndolod.dll NG (same error) and doing LOD generation with the same parameters but no seasons (success!). So I assume it has something to do with seasons. I'm attaching all the logs from my latest attempt, including the seasonal LODGen logs, as well as the bug report. https://ufile.io/rv7j6ekj Edit: It also didn't work with the alpha-131 exe linked by sheson on this thread. Edit 2: Downgrading to alpha-128 "fixed" the problem. Will wait for more fixes before updating back to current. Edited August 7, 2023 by PurpleYellowRosa
MisterMorden Posted August 6, 2023 Posted August 6, 2023 Also getting range check error sheson, here are my logs: bugreport: https://ufile.io/vceu2rdm dyndolod & texgen SSE logs: https://ufile.io/f/xbxm1 dyndolod & texgen debug_logs: https://ufile.io/f/rapl6
xcal68 Posted August 7, 2023 Posted August 7, 2023 (edited) On 5/15/2022 at 2:33 AM, sheson said: DynDOLOD and Occlusion plugins are created by copying the winning overwrite from the last plugin before them. Sorry, I know this is old, but I'm having troubles searching. Can you confirm it is still supposed to work like this? I'm using the latest release (130), and the occlusion plugin isn't consistently doing this. I rebuilt from scratch earlier today. When I started testing/playing, I noticed a water seam. Looking in xedit, the occlusion plugin had taken an unexpected xcwt-water record 35 times. Edit - it looks like the occlusion plugin is taking whatever water record dyndolod.esm has, so maybe it's that which is not gathering the correct 'last' record? Edit - Looks like a few xlcn-location and some editor id records, as well. Another edit - Not sure if these are helpful, but here's the plugin and I think the logs you want: Click (Just realized the plugin will be pointless unless you have the same load order haha...) Edited August 7, 2023 by xcal68 Added more info - Added files.
sheson Posted August 7, 2023 Author Posted August 7, 2023 @Jadeath @PurpleYellowRosa @MisterMorden Check if this test versions runs through https://mega.nz/file/YIpnyJ4I#CiKiAQirG2Ix1UCHnfPjIUbDeS7Lee5aeyKGTkCSK-Q Test if Alpha-131 fixed the issue. Upload new logs either way.
sheson Posted August 7, 2023 Author Posted August 7, 2023 12 hours ago, xcal68 said: Sorry, I know this is old, but I'm having troubles searching. Can you confirm it is still supposed to work like this? I'm using the latest release (130), and the occlusion plugin isn't consistently doing this. I rebuilt from scratch earlier today. When I started testing/playing, I noticed a water seam. Looking in xedit, the occlusion plugin had taken an unexpected xcwt-water record 35 times. Edit - it looks like the occlusion plugin is taking whatever water record dyndolod.esm has, so maybe it's that which is not gathering the correct 'last' record? Edit - Looks like a few xlcn-location and some editor id records, as well. Another edit - Not sure if these are helpful, but here's the plugin and I think the logs you want: Click (Just realized the plugin will be pointless unless you have the same load order haha...) Of course it is supposed to copy the winning records. Unfortunately the debug log in the archive is incomplete. Upload the entire debug log. Upload DynDOLOD.esm and DynDOLOD.esp when uploading Occlusion.esp. I can check them. Provide screenshot of a record in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots Edit: I was able to reproduce this. It happens when not using scripted dynamic LOD - which the latest DynDOLOD DLL NG does not use anymore. Should be fixed in Alpha-131
Phlunder Posted August 7, 2023 Posted August 7, 2023 Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here. And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace?
TheDude Posted August 7, 2023 Posted August 7, 2023 (edited) 11 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload. If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine. Generating LOD with the same load order and settings is going to have the same results. So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering... Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help. Edited August 7, 2023 by TheDude
sheson Posted August 7, 2023 Author Posted August 7, 2023 2 hours ago, Phlunder said: Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here. And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace? See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching The vanilla maingate use different base records / models in the child and parent world. To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file. If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position. So that probably means you have a mod adding a new gate reference which then gets copied. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Note that Markarth does not use Tamriel for LOD, it has its own very simplified and barren worldspace with LOD, but copying of references is also possible. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration Open DynDOLOD_TES5_childworld_MarkarthWorld.ini in notepad to see/edit the individual settings. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child Set ScanParent=1 if you want it to have copies of parent world references as well. 1
Phlunder Posted August 7, 2023 Posted August 7, 2023 36 minutes ago, sheson said: See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching The vanilla maingate use different base records / models in the child and parent world. To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file. If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position. So that probably means you have a mod adding a new gate reference which then gets copied. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins. I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:
sheson Posted August 7, 2023 Author Posted August 7, 2023 5 minutes ago, Phlunder said: I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible: So this is about the door itself, not the building. Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.
Phlunder Posted August 7, 2023 Posted August 7, 2023 4 minutes ago, sheson said: Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID. Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD
sheson Posted August 7, 2023 Author Posted August 7, 2023 2 minutes ago, Phlunder said: Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around. skyrim.esm;0001B1F1;skyrim.esm;0001B1F3; should be skyrim.esm;0001B1F3;skyrim.esm;0001B1F1; Whatever comes after this in the line is not important. Then generate LOD. 1
sheson Posted August 7, 2023 Author Posted August 7, 2023 1 hour ago, TheDude said: So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering... Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements. Do not check Parent > child if better performance is desired over better visuals. Performance requirements highly depends on how much additional stuff mods add in and around cities. Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls. When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.
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