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Posted
  On 11/19/2021 at 8:19 PM, z929669 said:

@sheson I can't recall the reason for this issue, but you will know probably.

 

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DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

The problem with locked object LOD to 32 seems to have a higher (or maybe only?) chance of happening if there are no object LOD Level 32 files. It might also correlate to specific INI settings, like the stuck object LOD after fast travel. But I never really looked that long into it.

  • Thanks 1
Posted
  On 11/19/2021 at 9:57 PM, sheson said:

DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

The problem with locked object LOD to 32 seems to have a higher (or maybe only?) chance of happening if there are no object LOD Level 32 files. It might also correlate to specific INI settings, like the stuck object LOD after fast travel. But I never really looked that long into it.

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IIRC, you also mentioned once that disabling autosaves on fast travel can cause this issue. I know it is a common advisement among many to disable autosaves completely.

In my testing, there were issues with setting uLockedObjectMapLOD below 16, which could be visibly seen on the map itself in the vicinity around where the player character was standing. Object LOD on the map would be decimated, and I believe this also must have been in some way related to the stuck LOD bugs.

I have play tested for quite a long time using uLockedObjectMapLOD=32 with the DynDOLOD generated lod32 object LOD and have yet to witness stuck LOD issues.

Posted

Apparently, my issue with the access error or something is because the new Beyond Skyrim Bruma version deletes a cell in Tamriel. Disabling the file while running dyndo works but it is not a fix either. Hoping that it will get patched soon tho.

 

Posted
  On 11/19/2021 at 10:59 PM, DoubleYou said:

IRC, you also mentioned once that disabling autosaves on fast travel can cause this issue. I know it is a common advisement among many to disable autosaves completely.

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Now that you mention it, I recall running into this issue a long time ago when I had completely disabled autosaves. This is the post that documents the findings on fast travel and Sheson's response.

 

Posted
  On 11/19/2021 at 11:41 PM, MITSUYOMI said:

Apparently, my issue with the access error or something is because the new Beyond Skyrim Bruma version deletes a cell in Tamriel. Disabling the file while running dyndo works but it is not a fix either. Hoping that it will get patched soon tho.

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Problems can not be investigated or fixed if people do not upload log files and bugreport.txt as explained in the first post.

LOD generation runs through without a problem with Beyond Bruma 1.5.1 installed and enabled in the load order.

Posted

Hey sorry to bother you guys again, I just had a final question of something more obscure and I don't have time IRL to test on yet.
When you change the Top Grass RGB brightness values in DynDOLOD_SSE.ini do you need to regenerate TexGen or DynDOLOD each time? Or is this something that can be changed after generating a DynDOLOD_Output or Texgen file in some way?

Thank you as always, even if its just reading it.

Posted
  On 11/22/2021 at 7:53 AM, Sandcom said:

Hey sorry to bother you guys again, I just had a final question of something more obscure and I don't have time IRL to test on yet.
When you change the Top Grass RGB brightness values in DynDOLOD_SSE.ini do you need to regenerate TexGen or DynDOLOD each time? Or is this something that can be changed after generating a DynDOLOD_Output or Texgen file in some way?

Thank you as always, even if its just reading it.

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The second post / ..\DynDOLOD3\docs\help\GrassLOD.html ""Updating" section explains how to update / test different settings.

Posted (edited)
  On 11/22/2021 at 7:56 AM, sheson said:

The second post / ..\DynDOLOD3\docs\help\GrassLOD.html ""Updating" section explains how to update / test different settings.

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Thank you! I'll read it on my plane ride, I really appreciate it, and sorry for making you repeat things you've told others.

Edited by Sandcom
Apology needed for inconveniencing Author and Mod Team with what is likely self-explanatory questions.
Posted (edited)

Hello Sir Sheson. First of all, thank you for your amazing work and for being so active and helpful. 

I recently restarted modding skyrim after a longer break and built my LO.
I've been using DyndoLod 2.0 for a long while and tried out 3.0 months ago without any issues. 



The problem came when I tried to run DYNDOLOD 3.0 (pre AE version, using Papyrus Logs) with Ultra Settings etc. 
My game would literally crash after launching either a new game or getting into an already existing save file. I tracked the crashes down to the Dyndolod.esp.
After a loooong while of constantly running dyndolod again and again. I came across an old post where you pretty much told the person to manually disable chunks of DYNDOLOD Output and check if it works. I did that and came across empty meshes (file size 235b, name of NiNode ''obj'') in the meshes/terrain/objects folder, which I disabled afterwards. No crashes happened afterwards. (Netscript Framework Crash Logs would also mention this mesh in the crash logs)
Screenshot-272.png
Desktop-Screenshot-2021-11-22-19-02-03-8

Do you perhaps know what type of mods could cause these types of meshes to be generated via dyndolod? I have never had this issue before.

(Here is my LO if u rly need it)
https://paste.ee/p/B9mYE

(Edit: NTOverhaul.esp is tree replacer and NTADDON.esp tree addon, NGOverhaul.esp is grass mashup)
 

With kind regards,
Noah

Edited by NoahR
Posted

Edit: Actually scrap that.
I hid the whole meshes/terrain/tamriel/objects folder and not only these few meshes from the screenshot - and I'm still getting crashes...
So my stupid a## didn't fix anything and I hope I didn't waste your time when reading this.
I guess I will have to test more... Unfortunately, I can't get rid of my original post so I'm sorry 'bout that.

Wish you a nice day :)

Posted
  On 11/22/2021 at 6:29 PM, NoahR said:

Hello Sir Sheson. First of all, thank you for your amazing work and for being so active and helpful. 

I recently restarted modding skyrim after a longer break and built my LO.
I've been using DyndoLod 2.0 for a long while and tried out 3.0 months ago without any issues. 



The problem came when I tried to run DYNDOLOD 3.0 (pre AE version, using Papyrus Logs) with Ultra Settings etc. 
My game would literally crash after launching either a new game or getting into an already existing save file. I tracked the crashes down to the Dyndolod.esp.
After a loooong while of constantly running dyndolod again and again. I came across an old post where you pretty much told the person to manually disable chunks of DYNDOLOD Output and check if it works. I did that and came across empty meshes (file size 235b, name of NiNode ''obj'') in the meshes/terrain/objects folder, which I disabled afterwards. No crashes happened afterwards. (Netscript Framework Crash Logs would also mention this mesh in the crash logs)
Screenshot-272.png
Desktop-Screenshot-2021-11-22-19-02-03-8

Do you perhaps know what type of mods could cause these types of meshes to be generated via dyndolod? I have never had this issue before.

(Here is my LO if u rly need it)
https://paste.ee/p/B9mYE

(Edit: NTOverhaul.esp is tree replacer and NTADDON.esp tree addon, NGOverhaul.esp is grass mashup)
 

With kind regards,
Noah

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  On 11/22/2021 at 8:01 PM, NoahR said:

Edit: Actually scrap that.
I hid the whole meshes/terrain/tamriel/objects folder and not only these few meshes from the screenshot - and I'm still getting crashes...
So my stupid a## didn't fix anything and I hope I didn't waste your time when reading this.
I guess I will have to test more... Unfortunately, I can't get rid of my original post so I'm sorry 'bout that.

Wish you a nice day :)

Expand  

Read the DynDOLOD FAQ and the DynDOLOD Readme how to troubleshoot CTD. Pay attention to the log messages, especially warning and errors about textures.

Read the first post what log files to upload when making reports. Include the LODGen log Tamriel, too. A load order includes all mods not just the list of plugins. Use modwatch if you want to provide that information.

If I had to guess it's the invalid texture from RedBag's Rorikstead.esp as discussed before.

Posted
  On 11/22/2021 at 11:28 PM, sheson said:

 

Read the DynDOLOD FAQ and the DynDOLOD Readme how to troubleshoot CTD. Pay attention to the log messages, especially warning and errors about textures.

Read the first post what log files to upload when making reports. Include the LODGen log Tamriel, too. A load order includes all mods not just the list of plugins. Use modwatch if you want to provide that information.

If I had to guess it's the invalid texture from RedBag's Rorikstead.esp as discussed before.

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1. Sorry. Next time (hopefully, a next time won't happen since dyndolod usually run perfectly fine for me) I will keep this in mind! 
2. Thank you SO MUCH! It fixed all my problems - I ran dyndolod without RedBag's Rorikstead.esp and I haven't experienced any CTD for 50 min now. Just shows how incompetent I was when trying to fix it myself. Such a simple and fast solution. <3

Posted
  On 11/23/2021 at 12:53 PM, NoahR said:

1. Sorry. Next time (hopefully, a next time won't happen since dyndolod usually run perfectly fine for me) I will keep this in mind! 
2. Thank you SO MUCH! It fixed all my problems - I ran dyndolod without RedBag's Rorikstead.esp and I haven't experienced any CTD for 50 min now. Just shows how incompetent I was when trying to fix it myself. Such a simple and fast solution. <3

Expand  

Temporarily disabling plugins or mods is a troubleshooting step. It does not fix errors / invalid textures.

The mod contains an invalid texture that needs to be updated. Either download the fix provided by the mod author (check the bug section) or remove the mod permanently.

Posted

I keep getting an Out of Memory error when trying to start TexGenx64 in the new Alpha 55.

[00:05] Background Loader: finished
[00:00] Loading configuration files
[00:00] Game: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.323, Date: 2021-11-22 19:06:19
[00:00] SKSE: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.1.3, Date: 2021-11-23 00:46:30
[00:00] DynDOLOD DLL: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.dll, Version: 2.45, Game Version: 1.6.323, Date: 2021-11-23 01:45:00
[00:00] PapyrusUtil DLL: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.dll, Version: 4.1, Game Version: 1.6.323, Date: 2021-11-23 08:53:56
[00:00] Program: D:\Game Apps\Manual Mods\DynDOLOD\TexGenx64.exe, Version: 3.0.0.0, Date: 2021-11-23 16:31:58
[00:00] Started by: C:\Windows\explorer.exe, Version: 10.0.22000.120, Date: 2021-10-07 18:40:59
[00:00] External: D:\Game Apps\Manual Mods\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2021-10-20 01:00:00
 

Strange since I ran DynDOLOD on the same setup 5 days ago with no problem, on the new AE build. Is this related to the 1.6.323 update?

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