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Posted
  On 8/13/2021 at 11:32 AM, TheDude said:

Hi Sheson, just a quick question: Do you still recommend using Xlodgen for generating occlusion or could I do this in the new Dyndo Alpha version instead?

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Read the thread Skyrim TVDT - Occlusion Culling Data and/or the section TVDT - Occlusion Data in ..\DynDOLOD\docs\DynDOLOD_Manual.html or ..\DynDOLOD3\docs\help\OcclusionCulling.html

  On 8/13/2021 at 1:10 PM, skinjack said:

I apologize. I did not see this file last night. Here is the Debug_log.txt. I need new eyes. 

This is AFTER my last successful run.

https://www.mediafire.com/file/63ca598my17u5ax/DynDOLOD_SSE_Debug_log.txt/file

EDIT: Figured I'd send a picture of my logs file in case you wanted to look through that as well. 

https://imgur.com/sPnhlRl

Expand  

Thanks.

Posted
  On 8/13/2021 at 11:21 AM, delweyn said:

- Here are the files needed. (I put the debug file into a .rar because it  was too big).

 

- Yes it was in a new game (I get out of the starting Helgen Cave)

 

- I'm not sure what you mean with the references ID (English is not my native langage) but I suppose it could be these (I put only few, not all of them):

Meshe ref (all from SMIM-SE-Merged-All.esp)           Their Dyndolod ref.

00 09 25 2B                                                                       CA 09 DC 3D

00 09 25 2D                                                                       CA 09 DC 44

00 0A ED F1                                                                       CA 09 DC 49

00 09 25 32                                                                       CA 09 DC 0F                                                            

00 09 25 2F                                                                       CA 09 DC 4B

 

- Thank you for the waterfall fix. Didn't knew it was obsolete.

 

I hope it will be OK.

 

I just ran Dyndolod 2.96 and there is not this problem there. So it's from 3.0.

TexGen_SSE_log.txt 312.02 kB · 1 download TexGen_SSE_Debug_log.rar 116.41 kB · 1 download

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Read ..\DynDOLOD\docs\help\Terminology.html and/or the section Terminology in ..\DynDOLOD\docs\DynDOLOD_Manual.html to find some explanations what things mean.

The screen shots you posted list the ref(erence) form ID of the reference records defined in a DynDOLOD plugin.

Enter the reference form id into the FormID field top left of xEdit to look up the record and to find out its EditorID which tells you the source plugin name and source form ID the LOD representation is for. Typically we would expect them to reference in the Solitude child worldspace.

Posted
  On 8/13/2021 at 2:27 PM, sheson said:

 

  On 8/13/2021 at 11:32 AM, TheDude said:

Hi Sheson, just a quick question: Do you still recommend using Xlodgen for generating occlusion or could I do this in the new Dyndo Alpha version instead?

Expand  

Read the thread Skyrim TVDT - Occlusion Culling Data and/or the section TVDT - Occlusion Data in ..\DynDOLOD\docs\DynDOLOD_Manual.html or ..\DynDOLOD3\docs\help\OcclusionCulling.html

 

Expand  

Yeah, Ive read the manual and thread and know how to generate occlusion with Xlodgen but was wondering if the Dyndo Alpha could replace that since it has specific occlusion-settings in the DynDOLOD-sse.ini

But I’ll just continue using Xlodgen for occlusion then, thanks.

Posted
  On 8/13/2021 at 2:36 PM, sheson said:

Read ..\DynDOLOD\docs\help\Terminology.html and/or the section Terminology in ..\DynDOLOD\docs\DynDOLOD_Manual.html to find some explanations what things mean.

The screen shots you posted list the ref(erence) form ID of the reference records defined in a DynDOLOD plugin.

Enter the reference form id into the FormID field top left of xEdit to look up the record and to find out its EditorID which tells you the source plugin name and source form ID the LOD representation is for. Typically we would expect them to reference in the Solitude child worldspace.

Expand  

Alright, so here are 3 exemples of the problematic lods:

 

1st exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:0009252B] (places DockStrEnt02uskp [STAT:FE04581E] in GRUP Cell Temporary Children of EastEmpireWarehouseExterior [CELL:0000929C] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,24)).

- The Name Base is: DockStrEnt02uskp [STAT:FE04581E]

- The location reference is: SolitudeLocation "Solitude" [LCTN:00018A5A]

 

2nd exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:0009252D] (places DockStrEnt03uskp [STAT:FE045800] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23))

- The name Base is: DockStrEnt03uskp [STAT:FE045800]

- The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9]

 

3rd exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:000AEDF1] (places DockStrSol01uskp [STAT:FE04581D] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23))

- The name Base is: DockStrSol01uskp [STAT:FE04581D]

- The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9]

 

Hope it will help.

Posted
  On 8/13/2021 at 2:55 PM, TheDude said:

Yeah, Ive read the manual and thread and know how to generate occlusion with Xlodgen but was wondering if the Dyndo Alpha could replace that since it has specific occlusion-settings in the DynDOLOD-sse.ini

But I’ll just continue using Xlodgen for occlusion then, thanks.

Expand  

First line of the post says:

xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD.

The occlusion specific settings in the DynDOLOD INI exist since DynDOLOD 2.70 which was released almost 2 years ago.

  On 8/13/2021 at 4:40 PM, delweyn said:

Alright, so here are 3 exemples of the problematic lods:

 

1st exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:0009252B] (places DockStrEnt02uskp [STAT:FE04581E] in GRUP Cell Temporary Children of EastEmpireWarehouseExterior [CELL:0000929C] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,24)).

- The Name Base is: DockStrEnt02uskp [STAT:FE04581E]

- The location reference is: SolitudeLocation "Solitude" [LCTN:00018A5A]

 

2nd exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:0009252D] (places DockStrEnt03uskp [STAT:FE045800] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23))

- The name Base is: DockStrEnt03uskp [STAT:FE045800]

- The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9]

 

3rd exemple:

- In the SMIM-SE-Merged-All.esp there is: [REFR:000AEDF1] (places DockStrSol01uskp [STAT:FE04581D] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23))

- The name Base is: DockStrSol01uskp [STAT:FE04581D]

- The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9]

 

Hope it will help.

Expand  

Look up the form IDs of the references which are defined in the DynDOLOD plugins to find out their EditorIDs to see which plugin and formID are the source for the LOD objects. The full models added by some plugin right next to the LOD models are usually irrelevant.

Posted
  On 8/13/2021 at 8:31 AM, delweyn said:

Hello,

I always rerun Dyndolod at each update and with the last one, I noticed a lod problem at close range for a meshe (or texture?) in Solitude's dock.

It seems to be a classic lod at close range bug. This is the vanilla base dock as I don't use city overhaul here. There is just meshes and textures mods.

I ran Dyndolod 3 times, using the new zip function and classic generation too, and this problem is still here. And I don't remember to had it before.

 

I build an image to show all the useful informations: location, the meshe, the lod.

enb2021-8-13-09-55-22.jpg

 

Here another picture to show that many parts of the dock is concerned.

enb2021-8-13-09-56-09.jpg

 

Thank you for all your work and help.

 

Edit:

If it can help, here is my lod mod order:

DynDOLOD Resources SE (3.0 version)

- HD Lods Textures SE V9.0 512 - Performance friendly

DynDOLOD Bright LOD Waterfall Fix

- Majestic Mountains - DynDoLod 3 Pack

Expand  

I am also getting this on the new update, i used the new zip and close that alpha 36 added.

Here is my logs https://ufile.io/d6qkwoi8

Posted
  On 8/13/2021 at 6:35 PM, Rozen said:

I am also getting this on the new update, i used the new zip and close that alpha 36 added.

Here is my logs https://ufile.io/d6qkwoi8

Expand  

Look up the form IDs of the references which are defined in the DynDOLOD plugins to find out their EditorIDs to see which plugin and formID are the source for the LOD objects.

Posted
  On 8/13/2021 at 7:04 PM, sheson said:

Look up the form IDs of the references which are defined in the DynDOLOD plugins to find out their EditorIDs to see which plugin and formID are the source for the LOD objects.

Expand  

i was not getting this until the new update came out and the only mod i have changing the mesh on the dock is the Static Mesh Improvement Mod - SMIM and maybe JK's Skyrim if that helps at all but i will go looking for the stuff for you too, thank you so much for this must have mod and making it even better.

Posted
  On 8/13/2021 at 6:27 PM, sheson said:
  On 8/13/2021 at 2:55 PM, TheDude said:

Yeah, Ive read the manual and thread and know how to generate occlusion with Xlodgen but was wondering if the Dyndo Alpha could replace that since it has specific occlusion-settings in the DynDOLOD-sse.ini

But I’ll just continue using Xlodgen for occlusion then, thanks.

Expand  

First line of the post says:

xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD.

The occlusion specific settings in the DynDOLOD INI exist since DynDOLOD 2.70 which was released almost 2 years ago.

Expand  

Ok, but I was wondering if there were any advantages in generating occlusion in the new Dyndolod Alpha instead of Xlodgen? But I guess not. 

Posted
  On 8/13/2021 at 7:04 PM, sheson said:

Look up the form IDs of the references which are defined in the DynDOLOD plugins to find out their EditorIDs to see which plugin and formID are the source for the LOD objects.

Expand  

Okay this is what i did just to see if it was happening from the zip and close i re-ran both programs and loaded a new game, still the same with just zipping it myself using 7 zip but it seems the mesh is a lod mesh not being unloaded right so there is 2 meshes on top of each other.

base defined in: DynDOLOD.esm

base last changed by: DynDOLOD.esm

Ref defined in: DynDOLOD.esp

Ref last changed by: DynDOLOD.esp

Base form id: 1A0094F3

Ref form id D6063741

it is the model: dockstrent02_lod_0.nif  [3]

then if i disable that i get this mesh under that

base defined in: SMIM-SE-Merged-ALL.esp

base last changed by: SMIM-SE-Merged-ALL.esp

Ref defined in: Skyrim.esm

Ref last changed by: SMIM-SE-Merged-ALL.esp

Base form id: 2300063C9

Ref form id 0009252B

and that is the model: dockstrent02uskp.nif  [3]

Note: SMIM-SE-Merged-ALL.esp was not added to DynDOLOD esm or the esp so i do not know if i can get more info then that.

I got that info from in game using More Informative Console and seeing it was 2 meshes z-fighting.

 

 

Posted (edited)
  On 8/13/2021 at 8:46 PM, Rozen said:

Okay this is what i did just to see if it was happening from the zip and close i re-ran both programs and loaded a new game, still the same with just zipping it myself using 7 zip but it seems the mesh is a lod mesh not being unloaded right so there is 2 meshes on top of each other.

base defined in: DynDOLOD.esm

base last changed by: DynDOLOD.esm

Ref defined in: DynDOLOD.esp

Ref last changed by: DynDOLOD.esp

Base form id: 1A0094F3

Ref form id D6063741

it is the model: dockstrent02_lod_0.nif  [3]

then if i disable that i get this mesh under that

base defined in: SMIM-SE-Merged-ALL.esp

base last changed by: SMIM-SE-Merged-ALL.esp

Ref defined in: Skyrim.esm

Ref last changed by: SMIM-SE-Merged-ALL.esp

Base form id: 2300063C9

Ref form id 0009252B

and that is the model: dockstrent02uskp.nif  [3]

Note: SMIM-SE-Merged-ALL.esp was not added to DynDOLOD esm or the esp so i do not know if i can get more info then that.

I got that info from in game using More Informative Console and seeing it was 2 meshes z-fighting.

 

 

Expand  

Just to add: There is others too.

base defined in: DynDOLOD.esm

base last changed by: DynDOLOD.esm

Ref defined in: DynDOLOD.esp

Ref last changed by: DynDOLOD.esp

Base form id: 1A009519

Ref form id D606385B

it is the model: dockstrent03_lod_0.nif  [3]

under that mesh is

base defined in: SMIM-SE-Merged-ALL.esp

base last changed by: SMIM-SE-Merged-ALL.esp

Ref defined in: Skyrim.esm

Ref last changed by: SMIM-SE-Merged-ALL.esp

Base form id: 230012C5

Ref form id 0009252D

it is the model: dockstrent03uskp.nif  [3]

Then these

base defined in: SMIM-SE-Merged-ALL.esp

base last changed by: SMIM-SE-Merged-ALL.esp

Ref defined in: Skyrim.esm

Ref last changed by: SMIM-SE-Merged-ALL.esp

Base form id: 230063C8

Ref form id 000AEDF1

Model: dockstrso101uskp.nif [3]

and the DynDOLOD under that is

base defined in: DynDOLOD.esm

base last changed by: DynDOLOD.esm

Ref defined in: DynDOLOD.esp

Ref last changed by: DynDOLOD.esp

Base form id: 1A0094F4

Ref form id D6063743

next is this one

base defined in: DynDOLOD.esm

base last changed by: DynDOLOD.esm

Ref defined in: DynDOLOD.esp

Ref last changed by: DynDOLOD.esp

Base form id: 1A00945

Ref form id D60637B7

dockcorso101_lod_0.nif [3]

and under that

base defined in: SMIM-SE-Merged-ALL.esp

base last changed by: SMIM-SE-Merged-ALL.esp

Ref defined in: Skyrim.esm

Ref last changed by: SMIM-SE-Merged-ALL.esp

Base form id: 230063C7

Ref form id 00092532

Model: dockstrso101uskp.nif [3]

there is a few more but i'll stop there if you don't need these, they are all dock meshes and all are z-fighting with the lod mesh from DynDOLOD and the mesh that is there from SMIM-SE-Merged-ALL.esp

Edit: went into SSEedit 4.0.3 and only loaded the DynDOLOD esm and esp

Form ID on the esp and esm is saying NULL - Null Reference [00000000]

Edited by Rozen
Posted
  On 8/13/2021 at 8:46 PM, Rozen said:

Ref defined in: DynDOLOD.esp

Ref form id D6063741

Expand  

What is the EditorID of the reference with the FormID  D6063741 defined in the DynDOLOD plugin?
Everything else is irrelevant.

  On 8/13/2021 at 9:21 PM, Rozen said:

Ref defined in: DynDOLOD.esp

Ref form id D606385B

 

Ref defined in: DynDOLOD.esp

Ref form id D6063743

 

Edit: went into SSEedit 4.0.3 and only loaded the DynDOLOD esm and esp

Form ID on the esp and esm is saying NULL - Null Reference [00000000]

Expand  

What is the EditorID of the references with the FormID  D606385B and D6063743 defined in the DynDOLOD plugin?

What record (reference?) is defining a Null reference (for the NAME Base record or which element?)?

Posted
  On 8/14/2021 at 4:59 AM, sheson said:

What is the EditorID of the reference with the FormID  D6063741 defined in the DynDOLOD plugin?
Everything else is irrelevant.

What is the EditorID of the references with the FormID  D606385B and D6063743 defined in the DynDOLOD plugin?

What record (reference?) is defining a Null reference (Base record?)?

Expand  

109644215_Screenshot2021-08-14012608.thumb.jpg.d55cfee535e4c4e0adebff9bff647014.jpgThis and the esm dose

and as of D606385B and D6063743 SSEedit can't find them, it's like it is only in the game.

when putting the form ID's from the DynDOLOD ID's it can't find anything but it finds the form ID's from Static Mesh Improvement Mod - SMIM fine.

I have discord if you want me to screen share and you can have me go over the files in SSEedit with you and show you in game.

 

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