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Posted
  On 8/10/2023 at 1:08 PM, Ran said:

I was trying to follow the requirements for pairing, but with NG 5 being the only one that works for me, I am unable to use Dyndolodx64 Alpha 121 or 122, as I get the pop up "this version has expired..." then it shuts down.  Is there a way to disable the version check, so I can use 121 or 122?

Sorry for the confusion, for my previous post I was trying to see which functions were lost by using a higher version of Dyndolodx64 with the old scripts.

thanks

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Use PapyrusUtil VR or DynDOLOD DLL VR for now.

Posted
  On 8/10/2023 at 12:00 PM, sheson said:

In the MO2 right window Data tab, at the bottom is a filter field, enter reachtree01_000b8a73, the tree view should automatically list reachtree01_000b8a73.dds, reachtree01_000b8a73.txt etc. and as the source the TexGen output you generated last. Zip and upload all those files to a file service.

Also upload ..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds from the DynDOLOD output.

In MO2 right window Data tab, at the bottom is a filter field, enter reachtree01.nif, the tree view should tell you which mod the model is from. Let me know the mod, best with link to Nexus

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hi sheson. apologies for late reply i had to leave to do something but i think i may have found the culprit. while i went off i reran texgen/dyndolod with this https://www.nexusmods.com/skyrimspecialedition/mods/96484?tab=files

disabled and my reach trees came out fine/no lines. i am rerunning texgen and dyndolod again with smallers trees enabled so narrow down the culprit

Posted
  On 8/10/2023 at 5:00 PM, teadude said:

hi sheson. apologies for late reply i had to leave to do something but i think i may have found the culprit. while i went off i reran texgen/dyndolod with this https://www.nexusmods.com/skyrimspecialedition/mods/96484?tab=files

disabled and my reach trees came out fine/no lines. i am rerunning texgen and dyndolod again with smallers trees enabled so narrow down the culprit

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The mod you linked does not contain any billboards, no reachtree01.nif and no textures.

All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.

Posted

The latest alpha 132 runs without issue for the latest Step dev build, and the results look good after some brief testing.

  • Using DynDOLOD DLL NG
  • Selected Parent > Child

I did not notice any performance hit using Parent > Child either inside Whiterun or outside the gates (similar performance to previous alphas on my system). I'll try Child > Parent at some point to confirm. I believe the doc says the 'Low' setting is effectively what applied in previous alphas, so I will test High & Low at some point for performance/quality comparison.

Logs for reference if anyone is interested.

 

Posted
  On 8/10/2023 at 7:16 PM, sheson said:

The mod you linked does not contain any billboards, no reachtree01.nif and no textures.

All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.

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apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

  On 8/10/2023 at 7:16 PM, sheson said:

The mod you linked does not contain any billboards, no reachtree01.nif and no textures.

All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.

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reachtree01.nif is from https://www.nexusmods.com/skyrimspecialedition/mods/53653

https://www.mediafire.com/file/4dtd4d54t9mttu2/files_for_sheson.zip/file

included are the reachtree textres and tamriel dds

Posted
  On 8/10/2023 at 11:11 PM, teadude said:

apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

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EVT does touch reach trees BTW. We use Lush for Step, but I haven't noticed this problem. It looks like billboards. A user recently had this issue but with aspens. Maybe you should check those too.

TechAngel85 used to partner with SRG on this mod and said to me:

  Quote

This from EVT used to be caused by the text files for 2D LOD having a larger width than the actual LOD; causing the texture to loop. I reported it a long, long time ago with one of the Pines when these were being redone.

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... so be sure you are running the latest version and NOT using 3rd-party billboards present in the older versions (which have recently been archived).

Posted
  On 8/10/2023 at 11:22 PM, z929669 said:

EVT does touch reach trees BTW. We use Lush for Step, but I haven't noticed this problem. It looks like billboards. A user recently had this issue but with aspens. Maybe you should check those too.

TechAngel85 used to partner with SRG on this mod and said to me:

... so be sure you are running the latest version and NOT using 3rd-party billboards present in the older versions (which have recently been archived).

Expand  

ah darn ok. i am using the latest version of evt. i will try Lush now and see if the problem persists. aspen trees looked fine for me when i checked and played. the lines appear from far away, and disappear when i get closer

Posted
  On 8/10/2023 at 11:11 PM, teadude said:

apologes. i tried regenning texgen and dyndolod with enhanced vanilla trees thinking i was in the clear but the line problem came up again on reach trees. i am uploading the files now. the lines dont appear if i dont use any tree mods

reachtree01.nif is from https://www.nexusmods.com/skyrimspecialedition/mods/53653

https://www.mediafire.com/file/4dtd4d54t9mttu2/files_for_sheson.zip/file

included are the reachtree textres and tamriel dds

Expand  

To properly troubleshoot and solve a problem with mipmaps, refrain from constantly changing the load order. If anything, you want to remove everything that does not contribute to the problem, so that only the thing(s) remain that contribute. In addition, it seems the screenshots, assets and logs do not match each other and it becomes impossible to methodically verify things.

In this alpha test, we want to find and fix the actual causes of problems. The goal is not to find a combination of mods  that simply avoids problems from happening.

With notepad, set ObjectLODAlphaDiffuseFormat=226 in C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so textures with alpha are on a separate atlas texture to see if it helps. The actual compression format does not matter as long as it support an alpha channel and is different from ObjectLODDiffuseFormat.
If there is no change, upload new logs, debug logs and also C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Logs\DynDOLOD_SSE_Object_Report.txt. Also upload the new DynDOLOD_Tamriel.dds and DynDOLOD_Tamriel_Alpha.dds.

Posted

Hello, I'm using the DynDOLOD 3.0 132 and most of the places in-game seems to be working fine, except in Riften. It's just these two floating hanging walls near the back gate (I'm using JK's Skyrim and Northern Roads, but they're fine when Dyn is disabled). 

https://imgur.com/a/m9DltLX

A hint of what is causing this issue will be much appreciated! I think my load order needs some tweaks tho, here it is:
https://paste.ee/p/DkAtW

DynDOLOD_SSE_Debug_log:
https://drive.google.com/file/d/1vHUzsNKXI5yh2Xk6zWBBw_Z-mUohQkAa/view?usp=sharing

Posted
  On 8/11/2023 at 4:38 PM, MuitaPaz said:

Hello, I'm using the DynDOLOD 3.0 132 and most of the places in-game seems to be working fine, except in Riften. It's just these two floating hanging walls near the back gate (I'm using JK's Skyrim and Northern Roads, but they're fine when Dyn is disabled). 

https://imgur.com/a/m9DltLX

A hint of what is causing this issue will be much appreciated! I think my load order needs some tweaks tho, here it is:
https://paste.ee/p/DkAtW

DynDOLOD_SSE_Debug_log:
https://drive.google.com/file/d/1vHUzsNKXI5yh2Xk6zWBBw_Z-mUohQkAa/view?usp=sharing

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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload.
Also upload F:\Mods\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots that contain information about the objects. As explained, if the references are added by a DynDOLOD plugin, also look up the form ID in xEdit to get the Editor ID of the reference(s) in case it is not shown in the screenshot.

Posted
  On 8/10/2023 at 11:00 PM, z929669 said:

The latest alpha 132 runs without issue for the latest Step dev build, and the results look good after some brief testing.

  • Using DynDOLOD DLL NG
  • Selected Parent > Child

I did not notice any performance hit using Parent > Child either inside Whiterun or outside the gates (similar performance to previous alphas on my system). I'll try Child > Parent at some point to confirm. I believe the doc says the 'Low' setting is effectively what applied in previous alphas, so I will test High & Low at some point for performance/quality comparison.

Logs for reference if anyone is interested.

 

Expand  

I tested Parent > Child, Child > Parent (High), and Child > Parent (Low) with all else being exactly the same, and I saw no perceptible FPS performance difference among the three either inside Whiterun or outside the walls looking into Whiterun.

I did notice minor stuttering with parent > Child after exiting Breezehome inside WR, but it stopped within a few seconds and never returned (probably an anomaly or initialization lag that may or may not be related to this difference.

I didn't notice any visual differences, but I did not do a detailed analysis on that with screen compares.

Posted
  On 8/11/2023 at 6:28 PM, z929669 said:

I tested Parent > Child, Child > Parent (High), and Child > Parent (Low) with all else being exactly the same, and I saw no perceptible FPS performance difference among the three either inside Whiterun or outside the walls looking into Whiterun.

I did notice minor stuttering with parent > Child after exiting Breezehome inside WR, but it stopped within a few seconds and never returned (probably an anomaly or initialization lag that may or may not be related to this difference.

I didn't notice any visual differences, but I did not do a detailed analysis on that with screen compares.

Expand  

The visual differences between medium and high will be minimal, depends on city, too. You can always remove more items from the ignore list for a specific city to get more stuff into the parent world, but most of the things will be low on the ground and only visible when airborne/high ground. In case of using a flying/glider mod using open/exterior cities seems to make more sense for the full experience.

Posted
  On 8/11/2023 at 5:53 PM, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload.
Also upload F:\Mods\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots that contain information about the objects. As explained, if the references are added by a DynDOLOD plugin, also look up the form ID in xEdit to get the Editor ID of the reference(s) in case it is not shown in the screenshot.

Expand  

Sorry, I forgot about the other logs.

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

All the logs in the Logs folder:
https://drive.google.com/file/d/1M6aA54nJaXYHeIGihd80Xuxjzs_nMqjg/view?usp=sharing

I'm still learning how to use SSEEdit, but here it is! I hope this can help in any way:
https://imgur.com/a/DNelwKx

 

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