sheson Posted July 9 Author Posted July 9 18 hours ago, bootlegbaby said: Hello, Quite recently, my save file started getting this kind of active scripts. It does not making game unplayable or something, but I have bad experience of save bloating and it was started like this. Is this look usual? https://ibb.co/KqY5qwc Active scripts are normal if the game is saved and a script is currently running. It will continue and finish once the save is loaded. That is not the cause of script bloat. DynDOLOD-README.txt Dynamic LOD uses papyrus scripting. The scripts are passive, very light weight, highly optimized and use threading. Please test thoroughly before using for a play-through. Follow update instruction in the manual if generating new DynDOLOD plugins. DynDOLOD uses scripts for dynamic LOD since 10 years and has millions of unique downloads/users and a support forum with 10 thousands of posts , which also document the development, problems and their rapid solutions. There was never a report about save bloating, which is expected since the scripts do not use any of the methods that could cause save bloating. Also see https://dyndolod.info/FAQ#Script-instances Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active. The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled. Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.
mostwanted11 Posted July 10 Posted July 10 Using City Entrance Overhaul Windhelm, the bridge becomes invisible once distant enough. I understand I probably need to create a rule in dyndolod but I have no idea which rules I should put in.
sheson Posted July 10 Author Posted July 10 1 hour ago, mostwanted11 said: Using City Entrance Overhaul Windhelm, the bridge becomes invisible once distant enough. I understand I probably need to create a rule in dyndolod but I have no idea which rules I should put in. 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 Post a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Unless a mod replaces the full model with a NIF for which a LOD model does not exist, a rule (to use the full mode for LOD) is typically not required.
mostwanted11 Posted July 10 Posted July 10 https://fastupload.io/48af674d4a41e8da https://fastupload.io/2717e7f88358761a https://fastupload.io/bdb5796208bd4736 https://fastupload.io/50f136b4d5f78b2b https://fastupload.io/a7a3a1923d578c58 https://fastupload.io/54d71120b4d645b5 https://fastupload.io/55a75a6edfcdc9f5
sheson Posted July 10 Author Posted July 10 1 hour ago, mostwanted11 said: https://fastupload.io/48af674d4a41e8da https://fastupload.io/2717e7f88358761a https://fastupload.io/bdb5796208bd4736 https://fastupload.io/50f136b4d5f78b2b https://fastupload.io/a7a3a1923d578c58 https://fastupload.io/54d71120b4d645b5 https://fastupload.io/55a75a6edfcdc9f5 Unfortunately it seems that the DynDOLOD debug log was already overwritten. So, the mod that actually change the bridge in tis case is the Lux Orbis - Patch. City Entrance Overhaul Windhelm uses the vanilla bridgelong01.nif AFAIK - for which a LOD model exists. Merge attached meshes and textures with DynDOLOD Resources and then generate object LOD for Tamriel. Check if the LOD model looks OK. Post an new screenshot for comparison if possible. It is possible that the pre-rendered LOD texture does not match your setup as well (That will be better with the next alpha versions of the DynDOLOD Standalone and DynDOLOD Resources). So, if you want to use the full model for LOD, then the mesh mask rule would be: Mesh Mask: bridgelong02.nif VWD: checked if you installed attached LOD model, otherwise leave unchecked LOD Level 4: Full LOD Level 8: Full (or Level1 if you installed attached LOD model) LOD Level 16: Full (or Level2 if you installed attached LOD model) Grid: Far Full or Far LOD Reference: Unchanged bridgelong02_lod.7z
mostwanted11 Posted July 10 Posted July 10 22 minutes ago, sheson said: Unfortunately it seems that the DynDOLOD debug log was already overwritten. So, the mod that actually change the bridge in tis case is the Lux Orbis - Patch. City Entrance Overhaul Windhelm uses the vanilla bridgelong01.nif AFAIK - for which a LOD model exists. Merge attached meshes and textures with DynDOLOD Resources and then generate object LOD for Tamriel. Check if the LOD model looks OK. Post an new screenshot for comparison if possible. It is possible that the pre-rendered LOD texture does not match your setup as well (That will be better with the next alpha versions of the DynDOLOD Standalone and DynDOLOD Resources). So, if you want to use the full model for LOD, then the mesh mask rule would be: Mesh Mask: bridgelong02.nif VWD: checked if you installed attached LOD model, otherwise leave unchecked LOD Level 4: Full LOD Level 8: Full (or Level1 if you installed attached LOD model) LOD Level 16: Full (or Level2 if you installed attached LOD model) Grid: Far Full or Far LOD Reference: Unchanged bridgelong02_lod.7z 405.04 kB · 0 downloads Thank you for your effort, I will make sure to add the rule + the file and regenerate and I will update you here. Thanks again. Btw the mesh mask: should it be landscape/bridges/bridgelong02.nif or only bridgelong02.nif?
sheson Posted July 10 Author Posted July 10 20 minutes ago, mostwanted11 said: Thank you for your effort, I will make sure to add the rule + the file and regenerate and I will update you here. Thanks again. Btw the mesh mask: should it be landscape/bridges/bridgelong02.nif or only bridgelong02.nif? Just bridgelong02.nif is sufficient to match that full model.
Jayombi Posted July 10 Posted July 10 Dear sheson Regarding past Topic on this issue : https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-173/?do=findComment&comment=273573 I am having the same issue myself now, current game it stopped working suddenly (after using it for a while). Starting a new game and after generation it still does not work and no crows show at all. If I disable Flying Crows mod then TEXGEN & Dyndolod and then re-enable the mod after it now works. This test is repeatable. So after TEXGEN & Dyndolod it seems to stop the mod working regardless of new game or not.... Thanks..
sheson Posted July 10 Author Posted July 10 33 minutes ago, Jayombi said: Dear sheson Regarding past Topic on this issue : https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-173/?do=findComment&comment=273573 I am having the same issue myself now, current game it stopped working suddenly (after using it for a while). Starting a new game and after generation it still does not work and no crows show at all. If I disable Flying Crows mod then TEXGEN & Dyndolod and then re-enable the mod after it now works. This test is repeatable. So after TEXGEN & Dyndolod it seems to stop the mod working regardless of new game or not.... Thanks.. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. 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.
Jayombi Posted July 10 Posted July 10 1 hour ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. 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. https://ufile.io/f/7o2j5 LOG + DEBUG Files.. Thanks.
sheson Posted July 10 Author Posted July 10 1 hour ago, Jayombi said: https://ufile.io/f/7o2j5 LOG + DEBUG Files.. Thanks. Enable and upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also upload C:\Users\Jay29\\Documents\My Games\Skyrim VR\SKSE\DynDOLOD.log While probably not related, do not install DynDOLOD into MO2. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.
mostwanted11 Posted July 11 Posted July 11 12 hours ago, sheson said: Just bridgelong02.nif is sufficient to match that full model. Works flawlessly using the lod model you provided, thanks very much for the assistance
mostwanted11 Posted July 11 Posted July 11 (edited) 17 hours ago, mostwanted11 said: https://fastupload.io/48af674d4a41e8da https://fastupload.io/2717e7f88358761a https://fastupload.io/bdb5796208bd4736 https://fastupload.io/50f136b4d5f78b2b https://fastupload.io/a7a3a1923d578c58 https://fastupload.io/54d71120b4d645b5 https://fastupload.io/55a75a6edfcdc9f5 By the way, another issue within this dyndolod output is that https://www.nexusmods.com/skyrimspecialedition/mods/57177 this mod adds 2 giant talos statues (using its own mesh path) so I figured I should add a mesh rule for it but dyndolod just disables the statues completely(or at least one of them but the other has no lod and pops in). Why is this happening? Edited July 11 by mostwanted11
sheson Posted July 11 Author Posted July 11 2 hours ago, mostwanted11 said: By the way, another issue within this dyndolod output is that https://www.nexusmods.com/skyrimspecialedition/mods/57177 this mod adds 2 giant talos statues (using its own mesh path) so I figured I should add a mesh rule for it but dyndolod just disables the statues completely(or at least one of them but the other has no lod and pops in). Why is this happening? 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. Provide useful screenshots of the full model references with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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