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Posted (edited)
  On 7/29/2021 at 6:07 AM, sheson said:

Are you using the CreateEmptyBTT=1 DynDOLOD INI setting because of Beyond Bruma?

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No, I think that's a mistake (I was probably trying several things to fix the Item Not Found error but forgot to reset it). I read through the ini several times - there are quite a few more options than in Dyndolod v.2.x

I'll run it with that. And also the new Majestic Mountains LODs.

Edited by Selfishmonkey
Posted
  On 7/29/2021 at 5:52 AM, sheson said:

Read the first post what logfiles to include in posts. Always post entire logs for the last meaningful process, e.g. from starting the tools to the end.

ESP plugins overwriting large references should be considered visually incompatible with a Skyrim Special Edition engine feature. If the visual issues are a problem, either do not use the plugin, fix the cause of the errors with the help of the log messages or do not use the feature.

The texture mismatch means there are "older"/vanilla LOD models from other mods overwriting the Core Files from DynDOLOD Resources. Install the Majestic Mountain LOD Pack for DynDOLOD 3 from the first post and as explained in the "Compatibility" section of docs/DynDOLOD_Manual_SSE.html. The log message is about the textures defined in the NIFs, not about installed textures.

Also read docs\help\LogMessages.html

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Ah man. Totally missed the MM LOD pack. No mention of that on the MM page and he points to his most recent LOD pack being best to use when generating LOD, tho I suppose that’s only for 2.x? I thought my mountains weren’t looking as good as they should.

At least I know I can run it with no issues once I get home from work. As far as overwritten large references, the majority of mine come from LOS-TML or NSUTR w/ snowamb or snowblowing, etc. i’ve talked to a few folks that mentioned turning it into an ESM, is this the only way to get rid of these? And then if moved to the top of the load order, you would still have to go through and manually patch everything, right?

 

 

Posted
  On 7/29/2021 at 2:20 PM, EazyH said:

Ah man. Totally missed the MM LOD pack. No mention of that on the MM page and he points to his most recent LOD pack being best to use when generating LOD, tho I suppose that’s only for 2.x? I thought my mountains weren’t looking as good as they should.

At least I know I can run it with no issues once I get home from work. As far as overwritten large references, the majority of mine come from LOS-TML or NSUTR w/ snowamb or snowblowing, etc. i’ve talked to a few folks that mentioned turning it into an ESM, is this the only way to get rid of these? And then if moved to the top of the load order, you would still have to go through and manually patch everything, right?

 

 

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Bethesda has not changed how the buggy large reference system works since Skyrim Special Edition came out in 2016. All the bug reporting, discussions and explanations from the last 5 years still apply. Removing overwrites from ESP (and instead putting them into true ESLs), moving all large references of a cell underground and replacing them with non large references, or converting plugins to ESM and the caveats of any method are outside the scope of LOD/DynDOLOD support.

Posted (edited)
  On 7/29/2021 at 2:40 PM, sheson said:

Bethesda has not changed how the buggy large reference system works since Skyrim Special Edition came out in 2016. All the bug reporting, discussions and explanations from the last 5 years still apply. Removing overwrites from ESP (and instead putting them into true ESLs), moving all large references of a cell underground and replacing them with non large references, or converting plugins to ESM and the caveats of any method are outside the scope of LOD/DynDOLOD support.

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Thanks, I’ll continue talking with some of the folks I was speaking with about the large reference overwrites and ways to get around it. Just to be clear, the MM LOD pack you have on the front page is different from the one on Nexus?

Edited by EazyH
Posted
  On 7/29/2021 at 3:56 PM, EazyH said:

Thanks, I’ll continue talking with some of the folks I was speaking with out the large overwrites and ways to get around it. Just to be clear, the MM LOD pack you have on the front page is different from the one on Nexus?

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The URL of the link "Majestic Mountains LOD Pack for DynDOLOD 3" on the first post is the same URL as the button "MOD MANAGER DOWNLOAD" for DynDoLod V 3.0 Lod pack on Nexus page of Majestic Mountains file section.

As mentioned in a post yesterday, I sent the file to T4gtr34um3r so it can be hosted there.

Posted

With regards to the Dyndolod 3.0 lod pack for majestic mountains;  I assume this would function for any texture variation of MM? such as lightside, darkside or the northside/northfire majestic mountains?  As they all use the same meshes.

Thanks.

Posted
  On 7/29/2021 at 4:06 PM, sheson said:

The URL of the link "Majestic Mountains LOD Pack for DynDOLOD 3" on the first post is the same URL as the button "MOD MANAGER DOWNLOAD" for DynDoLod V 3.0 Lod pack on Nexus page of Majestic Mountains file section.

As mentioned in a post yesterday, I sent the file to T4gtr34um3r so it can be hosted there.

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Thanks for the clarification, I just saw that he posted at 3.0 version on his page today!

  On 7/29/2021 at 4:39 PM, Soulmancer said:

With regards to the Dyndolod 3.0 lod pack for majestic mountains;  I assume this would function for any texture variation of MM? such as lightside, darkside or the northside/northfire majestic mountains?  As they all use the same meshes.

Thanks.

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I would assume so. I know his other LOD pack works for all versions 

Posted
  On 7/29/2021 at 4:41 PM, EazyH said:

Thanks for the clarification, I just saw that he posted at 3.0 version on his page today!

I would assume so. I know his other LOD pack works for all versions 

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Simply checking the content of the archive (a feature of the Nexus website) and it is clear that the current version for DynDOLOD 3 alpha does not include a FOMOD installer or the different texture variants.

Posted (edited)

Hi, i installed the newest versions and the new LOD pack for MM but i been getting this error from Texgen since.

 

[Window Title]
TexGen

[Main Instruction]
Can not find file textures\dlc02\landscape\volcanic_ash_rocks_01_d_n.dds.

[Exit TexGen]

 

I am using all the same LOD files as before so im not sure where that missing texture file would be from.

 

TexGen_SSE_Debug_log.txtFetching info...

Edited by Sleepytime
Posted
  On 7/29/2021 at 6:38 PM, sheson said:

Simply checking the content of the archive (a feature of the Nexus website) and it is clear that the current version for DynDOLOD 3 alpha does not include a FOMOD installer or the different texture variants.

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Appreciate it, I was at work so I had not yet been on the page to install. Was only an assumption due to how the other LOD pack worked. But thanks for the clarification. Grabbed the new pack and it got rid of the warnings. Thanks 

Posted

@sheson

Looking at the SSE.ini and notice this comment ... is it intentional or a typo?

image.png


EDIT:

Running Alpha 35 via MO2 as usual ...

TexGen ran without a hitch. DynDOLODx64 initializes as normal, but hangs with no error. Just the app hangs.

  • Cannot invoke TaskManager or Event Viewer at this time. This persists for 10+ minutes.
  • OS behaves normally as far as using other apps.
  • Close DynDOLOD manually with no reaction.
  • Close again, and it shuts down. MO2 does not unlock.
  • Unlock MO2 manually
  • Event Viewer and TaskManager both open.

Repeat above process, opening TaskManager first produces same results. Interestingly, DynDOLOD process never appears in TaskManager (MO2 does).

This is all reproducible.

I suspected this may be OS resources related:

I had LODGenThreadSplit=0 per default, which should tell DDL to use my physical core # (16), so I changed it to 16.

DynDOLOD runs as normal (generating now), TaskManager reporting related processes as normal.

Soooo ... must be an issue detecting my physical cores or setting this value properly internally.

My system specs are in my sig. no bugreport, logs useless from these runs (LODGen never starts)

Log from one of the 'bad' runs (LODGenThreadSplit=0):DynDOLOD_SSE_Debug_log.txt


EDIT2: Log from successful run (LODGenThreadSplit=16):DynDOLOD_SSE_log.txt

Interestingly, I get output only slightly larger than normal (I have run DDL Alpha 33 against same modlist and same settings dozens of times), but my exe time was 16 minutes. Normally, it's about 26 minutes, so marked performance improvement. Will report if issues in game, but I suspect all will be normal.

Posted (edited)

bugreport.txtFetching info...

 

I did get a bug report, and wanted to share. Everything seemed to generate successfully, but alas, there may be wonkiness under the hood

 

also, I had a clarification question about different grass brightness settings. I see that you can adjust them in LODGen_SSE_export per worldspace to adjust color. Do these settings override general DynDOLOD SSE ini settings? For example, if I change the brightness in Tamriel.txt,  will those be the winning settings for that specific worldspace if I do the whole process again with different settings in the main DynDOLOD ini? and to alter grass in all world spaces, does it have to be done for every single LODGen export file? Or once you are satisfied w/ brightness, can you just put the new brightness in the main DynDOLOD ini and execute LODGen?

 

hopefully I am getting that across clearly

Edited by EazyH
Posted

Ignore my above post, i just needed to launch the game once thru Steam and its now fine. Thank you again for sharing DynDoLod with us and all your hard work to improve it.

Posted
  On 7/30/2021 at 12:22 AM, EazyH said:

bugreport.txt 36.23 kB · 0 downloads

 

I did get a bug report, and wanted to share. Everything seemed to generate successfully, but alas, there may be wonkiness under the hood

 

also, I had a clarification question about different grass brightness settings. I see that you can adjust them in LODGen_SSE_export per worldspace to adjust color. Do these settings override general DynDOLOD SSE ini settings? For example, if I change the brightness in Tamriel.txt,  will those be the winning settings for that specific worldspace if I do the whole process again with different settings in the main DynDOLOD ini? and to alter grass in all world spaces, does it have to be done for every single LODGen export file? Or once you are satisfied w/ brightness, can you just put the new brightness in the main DynDOLOD ini and execute LODGen?

 

hopefully I am getting that across clearly

Expand  

Please see the first post what log files to include when making a post.

The settings of the DynDOLOD INI are used when the the export file for LODGen is created. Changing settings in an export file for LODGen only has an affect when LODGen is executed for the file/worldspace afterwards.

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