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Posted
7 hours ago, z929669 said:

Just reporting that a Summary report (DynDOLOD/Summary/) is not generated after successfully running DynDOLOD 173 in my environment.

Logs

There are no warning or error messages that match the list of messages that trigger the Summary to be created. Not getting a Summary at the end is the expected behavior when modding properly and only using well made mods with the large reference bugs workarounds.

https://dyndolod.info/Messages
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.

https://dyndolod.info/Help/Summary-Of-Messages
DynDOLOD and TexGen create a summary of some similar warning and error messages for easier review and better understanding.

Is there a reason you are generating the terrain heightmap textures? Is there mod that uses them?

Posted
4 hours ago, mostwanted11 said:

I wanna remove grass lods from my save, do I need to make a clean save process or can i just go into an interior and load up the new output instead?

https://dyndolod.info/Help/Clean-Save
The clean procedure only needs to be done if generating new DynDOLOD output from scratch ...
There is no need for a clean save when updating existing DynDOLOD plugins and/or Occlusion.esp.

Posted
5 hours ago, sheson said:

There are no warning or error messages that match the list of messages that trigger the Summary to be created. Not getting a Summary at the end is the expected behavior when modding properly and only using well made mods with the large reference bugs workarounds.

https://dyndolod.info/Messages
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.

Thanks. I presumed that the Summary would be generated if any warnings were triggered, so this is good to know.

5 hours ago, sheson said:

Is there a reason you are generating the terrain heightmap textures? Is there mod that uses them?

The term "heightmap" is throwing me off here. I wanted the terrain 'underside' in case EVLaS would benefit, and I wanted the 'occlusion' obviously.

I'm running WTT and MM, so please educate me on this.

Thanks again


I see now this setting:

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=1

I don't recall changing it from the default, so I may have done so in conflating with the next setting:

; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
DoObjectHeightMap=1

... so I'm maybe confusing this with occlusion data.

Posted
5 hours ago, z929669 said:

Thanks. I presumed that the Summary would be generated if any warnings were triggered, so this is good to know.

The term "heightmap" is throwing me off here. I wanted the terrain 'underside' in case EVLaS would benefit, and I wanted the 'occlusion' obviously.

I'm running WTT and MM, so please educate me on this.

Thanks again


I see now this setting:

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=1

I don't recall changing it from the default, so I may have done so in conflating with the next setting:

; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
DoObjectHeightMap=1

... so I'm maybe confusing this with occlusion data.

The terrain underside and occlusion are enabled automatically if using the wizard or from the advanced settings. The occlusion generation uses a binary object LOD height map (LODGenHeightMap=1 INI setting) created by LODGen while it generates object LOD, so xLODGen/DynDOLOD do not need to read/process all BTOs anymore.

Exporting the heightmap texture (DoTerrainHeightMap=1 with DoObjectHeightMap=1 or not) might be useful for  mod authors for further processing. It might be possible that community shaders or something similar could use it for coarse distance shadows/occlusion some day. Though it seems screen space shadows has sufficient results.

  • Thanks 1
Posted
7 minutes ago, MarkAim said:

Hello I need a bit of help figuring out a CTD issue I'm having. It happens randomly when entering and then leaving a cell. Disabling Dyndolod fixes this issue from all the testing I have done. Here is a Crash Log 1 https://pastebin.com/fdFxcYTD and Crash Log 2 https://pastebin.com/Px1gih72. I have more for different areas too from my testing If needed I will post.

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

Posted
38 minutes ago, MarkAim said:

https://ufile.io/5bmcbh2n and https://ufile.io/y19qfgkq  As for the  2fmwater1024.nif when checking in Mod Organizer it say from Dyndolod_Output that what was generate when running Dyndolod 

The attached archvie contains a new dynamic LOD mesh for that water plane, which you can merge with the existing DynDOLOD Resoures SE 3 installation for example (it will be included in its next version)

2fmwater.zip

Once installed, generate new DynDOLOD output, which should hopefully then not try to use the full model for LOD anymore causing issues.

If the issue persists upload new crash log, DynDOLOD_SSE_Object_Report.txt, DynDOLOD log and debug log.

Posted
16 hours ago, sheson said:

The attached archvie contains a new dynamic LOD mesh for that water plane, which you can merge with the existing DynDOLOD Resoures SE 3 installation for example (it will be included in its next version)

2fmwater.zip 1.75 kB · 1 download

Once installed, generate new DynDOLOD output, which should hopefully then not try to use the full model for LOD anymore causing issues.

If the issue persists upload new crash log, DynDOLOD_SSE_Object_Report.txt, DynDOLOD log and debug log.

So far not having that CTD so thanks if anything weird happens again in the logs ill let you know 

Posted
1 hour ago, MarkAim said:

So far not having that CTD so thanks if anything weird happens again in the logs ill let you know 

That is great. Thanks for letting us know.

Posted

So close to having my mod setup working, but ran Dyndolod to finish things up, and I'm getting crashes in the exterior cells for Solitude. Whether I'm leaving through the main gate, walking up from dragon bridge, or just doing coc solitudeexterior01, it crashes as long as Dyndolod_output is enabled, though I'm sure other mods are at play. 

My crash log: SkyrimSE v1.6.1170trainwreck v1.4.0Unhandled exception "EXCEPTION_ACCESS_V - Pastebin.com

Texgen Log: https://ufile.io/xz3um8az

Texgen Debug Log: https://ufile.io/f8eihc5k

DyndoLod Log: https://ufile.io/zzrkzvnj

Dyndolod debug log: https://ufile.io/50u976ru

I'm at least hoping for a little guidance in how to read all of this and try to fix it. Been working on this setup for a a little too long, and at this point I'm starting to run out of willpower.

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