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Posted (edited)
On 1/12/2024 at 9:54 AM, sheson said:

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affect full model with more informative console or provide the form id for the reference.

Renthal Windmill is just a meshes and texture replacers and thus is probable irrelevant to whatever the issue is.

https://www.reddit.com/r/skyrimmods/comments/194r1gw/i_just_realized_ive_been_using_the_wrong_ussep/

The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously.
Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

 

And also.... Why link this in your answer? 

 

Edited by ToosTruus
Posted
22 hours ago, ToosTruus said:

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

Problems and issues do not solve themselves by mentioning them somewhere. People having issues with DynDOLOD need to make problem reports with logs and screenshots here. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. You wrote yourself you do not have that problem. I have no such problems with animated icefloes or with windmills in a test setup. Disabling plugins or mods is a troubleshooting step and not a fix. Also see https://dyndolod.info/Mod-Authors.

You reported having a problem with missing windmills after generating DynDOLOD. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affected full model with more informative console or provide the form id for the reference.

Where full grass ends is defined by the DynDOLODGrassMode setting in NGIO. Where grass LOD starts is defined by the Mode in the advanced options and generation time. If they do not match there is a gap or overlap. The grass cache does not change that.

The link was pasted in accident and is irrelevant.

Posted
44 minutes ago, Jonado said:

Let me know which patch plugin is the last to change xx13DD6F in LegacyoftheDragonborn.esm.

If you want NewPit.nif to have LOD, you need to create a LOD model for it or add a mesh mask rule for NewPit.NIF to use the full model for LOD level 4 (and higher if desired).
Together with the Child > Parent feature an automatic copy should be made to Tamriel in case the reference is in the child Windhelm world. In case that copy does not happen with a mesh mask rule, upload new log and debug log.

Posted (edited)
23 hours ago, sheson said:

Is this error 100% repeatable?

No, the next 2 time I ran Dyndolod it ran smoothly to finish. The difference between the 3 attempts were: 2nd run I manually deleted the sewer entry in Dawnguard.esm, 3rd run I downgraded everything to 1.6.640

Edited by Eumeta
clarification
Posted
35 minutes ago, Eumeta said:

No, the next 2 time I ran Dyndolod it ran smoothly to finish. The difference between the 3 attempts were: 2nd run I manually deleted the sewer entry in Dawnguard.esm, 3rd run I downgraded everything to 1.6.640

You should not just delete records or change other plugins because of this error message. The runtime version of the game does not matter.

If the error with the exact same record is 100% repeatable, you should error check the plugin with xEdit. If there is no error or it is not 100% repeatable (same error and record without any changes in the load order), then it is probably a race condition that needs to be addressed in the code.

https://dyndolod.info/Messages/Exceptions#Assertion-failure

Posted (edited)

Hi, 

I'm using DynDOLOD 3.00 Alpha 165 and DynDOLOD Resources SE Alpha 47 from NexusMods (Skyrim SE 1.5.97 with Unofficial Skyrim Special Edition Downgrade Patcher, BestOfBoth).

I have an landscape issue when using Enhanced Solitude SSE Improved, Solitude Skyway with DBPT and ESD version S1.0.

Somehow, DynDOLOD reverts landscape (FormID: 0000A27A in Tamriel worldspace, cell 000927A) in Skyrim.esm, IGNORING changes in Enhanced Solitude SSE Improved Solitude Skyway with DBPT and ESD (SSkyway DBPT ESD Patch.esp).
I attach here DynDOLOD logs (TexGen_SSE and DynDOLOD_SSE logs with Debug_log, LODGen_SSE_Tamriel logs, and screenshot of SSEEDIT which shows that DynDOLOD.esp reverts 0000A27A to the record of Skyrim.esp, ignoring any changes from Enhanced Solitude mods).

Link: https://ufile.io/af8ci951

Manual copy of 0000A27A in SSkyway DBPT ESD Patch.esp to overwrite 0000A27A in DynDOLOD.esp solves this problem, so I'm 100% sure that it is due to DynDOLOD.

May I ask you to check this issue?

Edited by kelvineppolon
Posted
50 minutes ago, kelvineppolon said:

Hi, 

I'm using DynDOLOD 3.00 Alpha 165 and DynDOLOD Resources SE Alpha 47 from NexusMods (Skyrim SE 1.5.97 with Unofficial Skyrim Special Edition Downgrade Patcher, BestOfBoth).

I have an landscape issue when using Enhanced Solitude SSE Improved, Solitude Skyway with DBPT and ESD version S1.0.

Somehow, DynDOLOD reverts landscape (FormID: 0000A27A in Tamriel worldspace, cell 000927A) in Skyrim.esm, IGNORING changes in Enhanced Solitude SSE Improved Solitude Skyway with DBPT and ESD (SSkyway DBPT ESD Patch.esp).
I attach here DynDOLOD logs (TexGen_SSE and DynDOLOD_SSE logs with Debug_log, LODGen_SSE_Tamriel logs, and screenshot of SSEEDIT which shows that DynDOLOD.esp reverts 0000A27A to the record of Skyrim.esp, ignoring any changes from Enhanced Solitude mods).

Link: https://ufile.io/af8ci951

Manual copy of 0000A27A in SSkyway DBPT ESD Patch.esp to overwrite 0000A27A in DynDOLOD.esp solves this problem, so I'm 100% sure that it is due to DynDOLOD.

May I ask you to check this issue?

That is a patch to fix the normal vectors in the Update.esm. I will need to add an appropriate condition to the patch in the next alpha version.

In the meantime you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_skyrimesm_tamriel.patch and remove the line overwriteITM=skyrim.esm;0000A27A

Posted
12 minutes ago, sheson said:

That is a patch to fix the normal vectors in the Update.esm. I will need to add an appropriate condition to the patch in the next alpha version.

In the meantime you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_skyrimesm_tamriel.patch and remove the line overwriteITM=skyrim.esm;0000A27A

Thank you for the quick reply!
I will edit the rule you mentioned, regenerate DynDOLOD.

Posted
16 minutes ago, sheson said:

That is a patch to fix the normal vectors in the Update.esm. I will need to add an appropriate condition to the patch in the next alpha version.

In the meantime you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_skyrimesm_tamriel.patch and remove the line overwriteITM=skyrim.esm;0000A27A

When I opened DynDOLOD_SSE_skyrimesm_tamriel.patch, I also see "overwriteITM=skyrim.esm;0000A259".
The problem is that Enhanced Solitude SSE v2.8 also changes it (in "Enhanced Solitude SSE.esp" and "ES Terrain Patch.esp" which is also in Enhanced Solitude SSE).
I will remove both "overwriteITM=skyrim.esm;0000A259" and "ovewriteITM=skyrim.esm;0000A27A".

Posted
7 minutes ago, kelvineppolon said:

When I opened DynDOLOD_SSE_skyrimesm_tamriel.patch, I also see "overwriteITM=skyrim.esm;0000A259".
The problem is that Enhanced Solitude SSE v2.8 also changes it (in "Enhanced Solitude SSE.esp" and "ES Terrain Patch.esp" which is also in Enhanced Solitude SSE).
I will remove both "overwriteITM=skyrim.esm;0000A259" and "ovewriteITM=skyrim.esm;0000A27A".

Yes, same thing, same update, same fix.

Posted
On 11/29/2022 at 4:36 PM, Saint_Chewy said:

Hi Sheson, apologies for the delayed response. If I save the game when I start stuttering and reload - whether its reloading the save in game or quitting and reloading the game - the stutter will no longer be there, but will come back in the same manner after a bit.

I was also able to get almost all of my new computer built (just missing the 4090), and now with my 13900k and 6200mhz DDR5 RAM it does seem to play a bit better. In fact I do not get the same exact stutter in the same spot as before even with the default .toml (still starts to stutter around Riften),  BUT unfortunately its the same deal as before where I will still stutter after awhile. I still need to do a bit more testing with the .toml you provided - I was just wanting to see if it was going to be fixed with a faster computer and also just wanted to check and let you know there has been a small change with faster hardware.

Were you ever able to solve this? I'm having the same exact issue! 

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