sheson Posted February 10 Author Posted February 10 4 hours ago, Arimati said: Hello! I encountered a problem with the most recent 167 Alpha when trying to generate LOD. I never had any problems with LOD generation prior to two days ago, but with the most recent version I do get an integer overflow error when trying to generate my LOD. Since it is noticed in the extra explanations - I did make a clean install of the most recent version. The .log files are uploaded under the following link Bug Report. Any help would be much appreciated. Does the error message always report the same plugin and record? If so, check Rally + CFTO + ICWO + Sounds.esp for errors in xEdit. If there are none, can you load Rally + CFTO + ICWO + Sounds.esp into xEdit, remove all records but the one with form ID xx000F1E and whatever other records it requires in the same plugin, then clean master and upload it. If you do not know how to do any of that, just upload the plugin as is.
Arimati Posted February 10 Posted February 10 Yes, it does mention the exact same record everytime. Maybe another remotely helpful information regarding the record. The "bugged" records stemm from the following mod - JS Rumpled Rugs - I remember that last year around the same time I also modded Skyrim and did some dyndlod generation. Back then when the generation process finished, I remember there were some missing scripts listed at the summary page. However, the missing scripts didn't appear at the summary page when finishing lod generation in 2024. Anyway, here is the cleaned plugin. I also kept the other records which most likely would result in the same integer overflow.
sheson Posted February 10 Author Posted February 10 4 minutes ago, Arimati said: Yes, it does mention the exact same record everytime. Maybe another remotely helpful information regarding the record. The "bugged" records stemm from the following mod - JS Rumpled Rugs - I remember that last year around the same time I also modded Skyrim and did some dyndlod generation. Back then when the generation process finished, I remember there were some missing scripts listed at the summary page. However, the missing scripts didn't appear at the summary page when finishing lod generation in 2024. Anyway, here is the cleaned plugin. I also kept the other records which most likely would result in the same integer overflow. OK the mentioned record is not the cause of this issue. Run this test version https://mega.nz/file/NZgQEL7K#uEGyhPDzVC3rANBbUYNw6UXrHZZmvI4TcAc2QwOptC0 with the full plugin. Upload new log, debug log. No need for bugreport.txt If the message mentions a navmesh record, remove everything else but the navmesh and whatever records it might require in the same plugin, clean masters and upload it.
Arimati Posted February 11 Posted February 11 Sorry for the late response. Now with the test version I was, as you presumed, directed at a certain navmesh record which turned out to have an error in it. I resaved the plugin in CK and the Lodgeneration went through without a problem. Still a bit confused in this regard, since it never occured before, but I am thankful for your advice and sorry if I wasted too much time of yours.
sheson Posted February 11 Author Posted February 11 3 hours ago, Arimati said: Sorry for the late response. Now with the test version I was, as you presumed, directed at a certain navmesh record which turned out to have an error in it. I resaved the plugin in CK and the Lodgeneration went through without a problem. Still a bit confused in this regard, since it never occured before, but I am thankful for your advice and sorry if I wasted too much time of yours. That is is great. It would be nice if you could upload the plugin with the record with the problem as requested.
xbk123 Posted February 11 Posted February 11 Lod unloading problems (Base ID 1E00E63C, Ref AB092C73) Campfire Spoiler Campfire after typing `disable` in console Spoiler Im using ACMOS default settings. I dont have any of `uLockedObjectMapLOD=32 or uLockedTerrainLOD=32` in my game ini files. Tried putting it there with number 16 but no change. I was using ACOMS and DynDOLOD for years and never had problem like that. Im using diverse campfires BOS, can this be a culprit?
sheson Posted February 11 Author Posted February 11 48 minutes ago, xbk123 said: Lod unloading problems (Base ID 1E00E63C, Ref AB092C73) Campfire Hide contents Campfire after typing `disable` in console Hide contents Im using ACMOS default settings. I dont have any of `uLockedObjectMapLOD=32 or uLockedTerrainLOD=32` in my game ini files. Tried putting it there with number 16 but no change. I was using ACOMS and DynDOLOD for years and never had problem like that. Im using diverse campfires BOS, can this be a culprit? 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of references with more informative console. The mentioned INI settings have no effect on references. They only have (wanted/unwanted) effects on object/terrain LOD. See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects, especially test with new game and report if that makes a difference.
Farsveinn Posted February 11 Posted February 11 Hi, I didn't find an answer in the FAQ. With the latest updates of the program there is a strong flickering of dyndolod waterfalls. It is not RWT, I used DynDOLOD - Resources - the effect is the same
Arimati Posted February 11 Posted February 11 Quote That is is great. It would be nice if you could upload the plugin with the record with the problem as requested. Sure, here you go. Deleted the records where I was 100% sure. The initial error message with the dyndlod test version was: "Overflow while converting variant of type (Cardinal) into type (Integer) Parent Worldspace F3015B98 Rally + CFTO + ICWO + Sounds.esp [NAVM:7A019B89] (in GRUP Cell Temporary Children of RHFinalGreenCave [CELL:7A015B9D] (in RHFinalWorld "Level 10" [WRLD:7A015B98] at -2,-1))" Cheers
sheson Posted February 11 Author Posted February 11 15 minutes ago, Farsveinn said: Hi, I didn't find an answer in the FAQ. With the latest updates of the program there is a strong flickering of dyndolod waterfalls. It is not RWT, I used DynDOLOD - Resources - the effect is the same 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. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and the full model with m ore informative console. https://dyndolod.info/Mods/Waterfalls For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary. It is possible that whatever mod use to change the waterfalls meshes also installed bad LOD meshes or requires updated LOD meshes to be included in DynDOLOD Resources. You wrote it is not RWT. So which one is it?
Farsveinn Posted February 11 Posted February 11 DynDOLOD_SSE_Object_Report and DynDOLOD_SSE_Debug_log Oh, sorry, I meant that I checked with and without RWT. I did everything as usual RWT + Water Effects Brightness and Reflection Fix - RWT Patch. Before the NG version I never had problems with waterfalls. I tried leaving only your resources, disabling RWT, but the result was exactly the same. All waterfalls flickering in the middle and far distance. No ENB.
kojak747 Posted February 11 Posted February 11 (edited) On 2/4/2024 at 5:23 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen log to upload. See https://dyndolod.info/Changelog to learn what changed. https://dyndolod.info/Help/Advanced-Mode#Grass-LOD Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance. 50 means 50%. It was my grass settings, they were incorrect - I ran my grass cache with the suggested settings from STEP GrassLOD Cache and it resolved everything and DynDOLOD grass LOD density is working correctly. Managed to gain a few FPS also Thanks Edited February 11 by kojak747
sheson Posted February 11 Author Posted February 11 1 hour ago, Farsveinn said: DynDOLOD_SSE_Object_Report and DynDOLOD_SSE_Debug_log Oh, sorry, I meant that I checked with and without RWT. I did everything as usual RWT + Water Effects Brightness and Reflection Fix - RWT Patch. Before the NG version I never had problems with waterfalls. I tried leaving only your resources, disabling RWT, but the result was exactly the same. All waterfalls flickering in the middle and far distance. No ENB. Also upload the normal DynDOLOD debug log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also make a useful screenshot of the full model for the waterfall as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1 Does the flicker stop when you deactivate dynamic LOD in the DynDOLOD SkyUI MCM. Does a non animated static waterfall remain?
Farsveinn Posted February 13 Posted February 13 (edited) logs "Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1" It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases. Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical. Edited February 13 by Farsveinn
sheson Posted February 13 Author Posted February 13 1 hour ago, Farsveinn said: logs "Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1" It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases. Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical. Please also upload C:\Modding\Skyrim Special Edition - Elegy\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
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