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Posted
15 minutes ago, VraelNocturnal said:

Hi, I've just updated a merge and so am updating dyndolod. Using the newer dyndolod (Alpha 180) an entirely unrelated merge is now giving me a range check error (If I'm reading the log correctly).

Here are the three logs in a zip: https://ufile.io/n3e8puq6

I hope this is helpful somehow:)

Please upload Unmarked Locations Pack AIO - JK's Sinderion Lab Patch BOS_SWAP.ini

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Posted
22 minutes ago, VraelNocturnal said:

https://dyndolod.info
Always use the latest versions. ... Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the entire 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.

Do not mix new/old versions. Properly install the latest version. If there is a problem with the latest version, upload new log, debug log and bugreport.txt.

Posted (edited)

Hi sheson, I have an issue with bruma. I've generated lods for it but it seems the lods are stuck with the full models.

image.thumb.png.352ef02092992587ec6989c67d81cd51.png

Logs https://ufile.io/7nev8wey 

Edit :  Okay I should've done more research. I didn't remove bruma from dyndolod's ignore list, my mistake.

Edited by leostevano
Posted (edited)

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

Edited by mostwanted11
Posted
On 9/1/2024 at 6:59 PM, mostwanted11 said:

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

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

Read this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
The reason why plugins contain HITMEs or the reasons why they are caused are unrelated to the header version or the header version being changed. Of course it always possible that a 3rd party tool has its own specific requirements to work correctly and create valid plugins.

Unrelated to HITMEs: Plugins that have records < 0x800 need to be version 1.71. Plugins that have only records >= 0x800 can be 1.70 or 1.71
If you want to use plugin of version 1.71 with older runtimes you need BEES for them to work.

Ask questions about xEdit on the xEdit discord. There will most likely be also knowledgeable folks that can answer questions about CK.

Posted (edited)

Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

 

 

Edited by brelyn96
Posted
2 hours ago, brelyn96 said:

Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

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.

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Posted
On 9/2/2024 at 12:43 AM, sheson said:

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.

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

 

Posted
10 hours ago, brelyn96 said:

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

You upload the TexGen log and debug log instead of the DynDOLOD log and debug log.

The xEdit screenshot still has folded elements. Unfold them as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots to make sure they contain the same values etc. in the overwrite as in the source. It looks like the only difference is the Has Distant LOD flag, which typically does not cause such visual issues.

Full models are not affected by LOD, so turning LOD off with tll not having an effect is expected. Test if the problem goes away with DynDOLOD output disabled as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If you change the load order after generating LOD, check the base record again. If there are discrepancies because additional plugins make changes to the base record used by the reference but are overwritten/reverted by DynDOLOD plugins, generate new LOD from scratch, or manually forward the changes with xEdit.

Generating terrain LOD with xLODGen is not going to affect objects (references that can be clicked with a form id, like roads for example) or terrain in the active cells.

Posted
6 hours ago, ck1007197714 said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.
Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log
Consider installing crash logger, disable crash logging in .Net Script Framework and upload that crash log.

Just because DynDOLOD is in the load order or happens to be listed in a world or cell record does not mean it caused the crash. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

The crash may be related to 0x000D9394, a record that is not being touched by any DynDOLOD plugin.
Or it may be related to some kind of problem with loading or processing the SKSE cosave data.

Test with a new game. In case of updating make sure to follow https://dyndolod.info/Help/Clean-Save

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