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Posted
3 hours ago, sheson said:

The mod you linked does not contain any billboards, no reachtree01.nif and no textures.

All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.

apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

3 hours ago, sheson said:

The mod you linked does not contain any billboards, no reachtree01.nif and no textures.

All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.

reachtree01.nif is from https://www.nexusmods.com/skyrimspecialedition/mods/53653

https://www.mediafire.com/file/4dtd4d54t9mttu2/files_for_sheson.zip/file

included are the reachtree textres and tamriel dds

Posted
5 minutes ago, teadude said:

apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

EVT does touch reach trees BTW. We use Lush for Step, but I haven't noticed this problem. It looks like billboards. A user recently had this issue but with aspens. Maybe you should check those too.

TechAngel85 used to partner with SRG on this mod and said to me:

Quote

This from EVT used to be caused by the text files for 2D LOD having a larger width than the actual LOD; causing the texture to loop. I reported it a long, long time ago with one of the Pines when these were being redone.

... so be sure you are running the latest version and NOT using 3rd-party billboards present in the older versions (which have recently been archived).

Posted
3 minutes ago, z929669 said:

EVT does touch reach trees BTW. We use Lush for Step, but I haven't noticed this problem. It looks like billboards. A user recently had this issue but with aspens. Maybe you should check those too.

TechAngel85 used to partner with SRG on this mod and said to me:

... so be sure you are running the latest version and NOT using 3rd-party billboards present in the older versions (which have recently been archived).

ah darn ok. i am using the latest version of evt. i will try Lush now and see if the problem persists. aspen trees looked fine for me when i checked and played. the lines appear from far away, and disappear when i get closer

Posted
8 hours ago, teadude said:

apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

reachtree01.nif is from https://www.nexusmods.com/skyrimspecialedition/mods/53653

https://www.mediafire.com/file/4dtd4d54t9mttu2/files_for_sheson.zip/file

included are the reachtree textres and tamriel dds

To properly troubleshoot and solve a problem with mipmaps, refrain from constantly changing the load order. If anything, you want to remove everything that does not contribute to the problem, so that only the thing(s) remain that contribute. In addition, it seems the screenshots, assets and logs do not match each other and it becomes impossible to methodically verify things.

In this alpha test, we want to find and fix the actual causes of problems. The goal is not to find a combination of mods  that simply avoids problems from happening.

With notepad, set ObjectLODAlphaDiffuseFormat=226 in C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so textures with alpha are on a separate atlas texture to see if it helps. The actual compression format does not matter as long as it support an alpha channel and is different from ObjectLODDiffuseFormat.
If there is no change, upload new logs, debug logs and also C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Logs\DynDOLOD_SSE_Object_Report.txt. Also upload the new DynDOLOD_Tamriel.dds and DynDOLOD_Tamriel_Alpha.dds.

Posted

Hello, I'm using the DynDOLOD 3.0 132 and most of the places in-game seems to be working fine, except in Riften. It's just these two floating hanging walls near the back gate (I'm using JK's Skyrim and Northern Roads, but they're fine when Dyn is disabled). 

https://imgur.com/a/m9DltLX

A hint of what is causing this issue will be much appreciated! I think my load order needs some tweaks tho, here it is:
https://paste.ee/p/DkAtW

DynDOLOD_SSE_Debug_log:
https://drive.google.com/file/d/1vHUzsNKXI5yh2Xk6zWBBw_Z-mUohQkAa/view?usp=sharing

Posted
1 hour ago, MuitaPaz said:

Hello, I'm using the DynDOLOD 3.0 132 and most of the places in-game seems to be working fine, except in Riften. It's just these two floating hanging walls near the back gate (I'm using JK's Skyrim and Northern Roads, but they're fine when Dyn is disabled). 

https://imgur.com/a/m9DltLX

A hint of what is causing this issue will be much appreciated! I think my load order needs some tweaks tho, here it is:
https://paste.ee/p/DkAtW

DynDOLOD_SSE_Debug_log:
https://drive.google.com/file/d/1vHUzsNKXI5yh2Xk6zWBBw_Z-mUohQkAa/view?usp=sharing

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload.
Also upload F:\Mods\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots that contain information about the objects. As explained, if the references are added by a DynDOLOD plugin, also look up the form ID in xEdit to get the Editor ID of the reference(s) in case it is not shown in the screenshot.

Posted
19 hours ago, z929669 said:

The latest alpha 132 runs without issue for the latest Step dev build, and the results look good after some brief testing.

  • Using DynDOLOD DLL NG
  • Selected Parent > Child

I did not notice any performance hit using Parent > Child either inside Whiterun or outside the gates (similar performance to previous alphas on my system). I'll try Child > Parent at some point to confirm. I believe the doc says the 'Low' setting is effectively what applied in previous alphas, so I will test High & Low at some point for performance/quality comparison.

Logs for reference if anyone is interested.

 

I tested Parent > Child, Child > Parent (High), and Child > Parent (Low) with all else being exactly the same, and I saw no perceptible FPS performance difference among the three either inside Whiterun or outside the walls looking into Whiterun.

I did notice minor stuttering with parent > Child after exiting Breezehome inside WR, but it stopped within a few seconds and never returned (probably an anomaly or initialization lag that may or may not be related to this difference.

I didn't notice any visual differences, but I did not do a detailed analysis on that with screen compares.

Posted
On 8/11/2023 at 8:28 PM, z929669 said:

I tested Parent > Child, Child > Parent (High), and Child > Parent (Low) with all else being exactly the same, and I saw no perceptible FPS performance difference among the three either inside Whiterun or outside the walls looking into Whiterun.

I did notice minor stuttering with parent > Child after exiting Breezehome inside WR, but it stopped within a few seconds and never returned (probably an anomaly or initialization lag that may or may not be related to this difference.

I didn't notice any visual differences, but I did not do a detailed analysis on that with screen compares.

The visual differences between medium and high will be minimal, depends on city, too. You can always remove more items from the ignore list for a specific city to get more stuff into the parent world, but most of the things will be low on the ground and only visible when airborne/high ground. In case of using a flying/glider mod using open/exterior cities seems to make more sense for the full experience.

Posted
5 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload.
Also upload F:\Mods\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots that contain information about the objects. As explained, if the references are added by a DynDOLOD plugin, also look up the form ID in xEdit to get the Editor ID of the reference(s) in case it is not shown in the screenshot.

Sorry, I forgot about the other logs.

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

All the logs in the Logs folder:
https://drive.google.com/file/d/1M6aA54nJaXYHeIGihd80Xuxjzs_nMqjg/view?usp=sharing

I'm still learning how to use SSEEdit, but here it is! I hope this can help in any way:
https://imgur.com/a/DNelwKx

 

Posted
9 hours ago, MuitaPaz said:

Sorry, I forgot about the other logs.

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

All the logs in the Logs folder:
https://drive.google.com/file/d/1M6aA54nJaXYHeIGihd80Xuxjzs_nMqjg/view?usp=sharing

I'm still learning how to use SSEEdit, but here it is! I hope this can help in any way:
https://imgur.com/a/DNelwKx
 

Thanks, that is exactly what was needed.

This is fixed in Alpha-133.

If you do not want to generate LOD to update this right away, you can remove the reference from the plugin with xEdit by just right clicking their entries in the left tree view or by right clicking the plugin name in the top row in the right window and then selecting "Remove". Then close and save the plugin.

Posted
18 minutes ago, DarkladyLexy said:

After running DynDOLOD, my windmills have two blades. I use https://www.nexusmods.com/skyrimspecialedition/mods/28261, but since it don't contain an ESP DynDOLOD doesn't know it is there and adding a second pair of the blade to Windmills.

enb2023_8_14_15_24_22.jpg

enb2023_8_14_15_24_26.jpg

DynDOLOD_SSE_log.txt 3.34 MB · 1 download bugreport.txt 837.33 kB · 1 download

Both log from Alpha-128 and the bugreport.txt appear to be old ones from past months?

I assume you are using the latest Alpha-133 but somehow uploaded an old logs. Upload the log and also the debug from the generation that is used in the screenshot.

FormID 0005c854 is supposed to be "deleted" by a DynDOLOD plugin. Probably a bug with the manual patch file included in the latest alpha.

The mesh being replaced is most likely irrelevant for the duplication.

Posted (edited)

when i update dyndolod how do i use the settings before updating?

To update dyndolod do i delete the whole folder or i replace the files

Edited by AenSeidhe

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