Farsveinn Posted February 28, 2024 Posted February 28, 2024 On 2/28/2024 at 8:47 AM, sheson said: The "latest .nif" refers to the dynamic LOD model fxwaterfallbodytall02_dyndolod_lod.nif with 13,230 bytes? "The latest one stops flickering with tll" means there is no flicker if all static LOD is disabled? "Disable 0EB29F removes strong flickering, only minor artifact remains." means if only the the static is shown it still flickers a bit even with the fxwaterfallbodytall02passthru_lod.nif from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/?do=findComment&comment=277418? If you disable both the static LOD with tll and disable the dynamic LOD reference xx0EB29F there is nothing left showing there? "static lods from xlodgen" refers to static terrain LOD? Since the DynDOLOD output does not contain any static terrain LOD files, there should be no conflict between the outputs. DynDOLOD output only contains static object LOD (and the disabled static tree LOD since you generated ultra tree LOD). Expand 1 - yes 2 - yes 3 - My mistake, I didn't use fxwaterfallbodytall02passthru_lod.nif for the last test. The small artifacts are completely gone 4 - Yeah, it's clean, nothing left 5 - Yes, I know, I just decided to do a test in case the problem is in the generated static objects, I also checked by disabling the terrain. Nothing has changed. As a result fxwaterfallbodytall02passthru_lod.nif fixed static lod flickering and the last fxwaterfallbodytall02_dyndolod_lod.nif (13,230 bytes) fixed flickering in tll mode. But in normal mode the flickering fxwaterfallbodytall02_dyndolod_lod.nif is not gone. Sorry if I write illiterate, it's not my first language, but I try. Thanks for your help.
sheson Posted February 28, 2024 Author Posted February 28, 2024 On 2/28/2024 at 6:06 PM, Farsveinn said: 1 - yes 2 - yes 3 - My mistake, I didn't use fxwaterfallbodytall02passthru_lod.nif for the last test. The small artifacts are completely gone 4 - Yeah, it's clean, nothing left 5 - Yes, I know, I just decided to do a test in case the problem is in the generated static objects, I also checked by disabling the terrain. Nothing has changed. As a result fxwaterfallbodytall02passthru_lod.nif fixed static lod flickering and the last fxwaterfallbodytall02_dyndolod_lod.nif (13,230 bytes) fixed flickering in tll mode. But in normal mode the flickering fxwaterfallbodytall02_dyndolod_lod.nif is not gone. Sorry if I write illiterate, it's not my first language, but I try. Thanks for your help. Expand Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now when both everything is active as usual.
Farsveinn Posted March 1, 2024 Posted March 1, 2024 On 2/28/2024 at 8:08 PM, sheson said: Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now when both everything is active as usual. Expand Yes, that completely fixed the problem! Thank you. Hope this helps someone else.
kelvineppolon Posted March 1, 2024 Posted March 1, 2024 (edited) On 2/25/2024 at 7:15 PM, 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. Use the "Click on this link for additional explanations and help for this message" of messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further explanations and help for a message as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages/Unresolved-Form-ID for explanations about possible causes and fixes of unresolved form IDs. See https://dyndolod.info/Changelog Support for plugins with version 1.71 has been added in Alpha 157 December 6th, 2023. DynDOLOD DLL NG has scriptless dynamic LOD and other fixes even if the large reference system is disabled. It always requires the large reference bugs workarounds checkbox checked. The IgnoreLargeReferences setting is irrelevant with it. Expand DynDOLOD log : https://ufile.io/n1g7l9i7 SSEEDIT cannot properly recognize the header version 1.71 of The Serpent's Covenant - Quest Mod version 1.0.1 plugin (Warning: internal file FormID is a HITME), but the game itself runs smoothly. Edited March 1, 2024 by kelvineppolon
sheson Posted March 1, 2024 Author Posted March 1, 2024 On 3/1/2024 at 7:39 PM, kelvineppolon said: DynDOLOD log : https://ufile.io/n1g7l9i7 SSEEDIT cannot properly recognize the header version 1.71 of The Serpent's Covenant - Quest Mod version 1.0.1 plugin (Warning: internal file FormID is a HITME), but the game itself runs smoothly. Expand DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. DynDOLOD supports plugins version 1.71, because the current xEdit Experimental version supports it. Checking Serpents_Covenant_Merged.esp with xEdit reports no errors. I can view FExxx42D fine and the enable parent FExxx1DD SCHorseRuinedMarker shows correctly as well. I have no errors with just Serpents_Covenant_Merged.esp in the load order and generating LOD with DynDOLOD 3 Alpha 167. Are any other (patch) plugins overwriting any of these records in your load order? In particular mySerpentsPatch.esp which is not 1.71? if that is not it, test if it works when leaving IgnoreLargeReferences=0 at its default setting.
kelvineppolon Posted March 2, 2024 Posted March 2, 2024 On 3/1/2024 at 8:37 PM, sheson said: DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. DynDOLOD supports plugins version 1.71, because the current xEdit Experimental version supports it. Checking Serpents_Covenant_Merged.esp with xEdit reports no errors. I can view FExxx42D fine and the enable parent FExxx1DD SCHorseRuinedMarker shows correctly as well. I have no errors with just Serpents_Covenant_Merged.esp in the load order and generating LOD with DynDOLOD 3 Alpha 167. Are any other (patch) plugins overwriting any of these records in your load order? In particular mySerpentsPatch.esp which is not 1.71? if that is not it, test if it works when leaving IgnoreLargeReferences=0 at its default setting. Expand Thank you for the reply. I downloaded SSEEDIT 4.1.5c (Nexus SSEEDIT is 4.1.5 and does not support header 1.71), and checked "mySerpentsPatch.esp". "mySerpentsPatch.esp" is my custom patch to forwards EditorIDs of the Worldspace cell. There are no other edits. Screenshot: https://imgur.com/a/Y3CFnAB I will revert to "IgnoreLargeReferences=0" and let you know the results.
kelvineppolon Posted March 2, 2024 Posted March 2, 2024 On 3/2/2024 at 11:09 AM, kelvineppolon said: Thank you for the reply. I downloaded SSEEDIT 4.1.5c (Nexus SSEEDIT is 4.1.5 and does not support header 1.71), and checked "mySerpentsPatch.esp". "mySerpentsPatch.esp" is my custom patch to forwards EditorIDs of the Worldspace cell. There are no other edits. Screenshot: https://imgur.com/a/Y3CFnAB I will revert to "IgnoreLargeReferences=0" and let you know the results. Expand Even though "uLargeRefLODGridSize=5" in my "SkyrimPrefs.ini", reverting to "IgnoreLargeReferences=0" as you suggested solved the DynDOLOD problem. Thank you for your suggestion
sheson Posted March 2, 2024 Author Posted March 2, 2024 On 3/2/2024 at 12:43 PM, kelvineppolon said: Even though "uLargeRefLODGridSize=5" in my "SkyrimPrefs.ini", reverting to "IgnoreLargeReferences=0" as you suggested solved the DynDOLOD problem. Thank you for your suggestion Expand This should hopefully be fixed in the next Alpha version.
Dennisb11234 Posted March 3, 2024 Posted March 3, 2024 Hello Sheson, sadly the reading of the support Forum does not help me in this case. Ive never had this Kind of Issues. Ive got only this Bug Report. Honestly i dont know what to do... here are the reports. https://uploadnow.io/f/BNMDykF
sheson Posted March 3, 2024 Author Posted March 3, 2024 On 3/3/2024 at 7:35 AM, Dennisb11234 said: Hello Sheson, sadly the reading of the support Forum does not help me in this case. Ive never had this Kind of Issues. Ive got only this Bug Report. Honestly i dont know what to do... here are the reports. https://uploadnow.io/f/BNMDykF Expand You uploaded the entire debug log and bugreport.txt as requested. Nothing else was requested to be done or needed to be done. Check what happens with this test version https://mega.nz/file/tAxwTSJb#8P8S-GaTjus-TT1NrJ_NOWnIOX5od4dLnUzvjuIQBZ8 Delete old bugreport.txt and all files in the logs folder. Upload new log, debug log and bugreport.txt if there is still a problem.
PRieST Posted March 3, 2024 Posted March 3, 2024 @sheson Have you seen this mod/issue on nexus? Is this something you're aware of, if this really is a thing? Missing Windmill Fix I had this issue in the past a few times while I was testing my DynDOLOD generation via COC from main menu and so the windmills were missing. If the game is started normally or DynDOLOD gets updated/made from scratch in an ongoing save (clean save method) I think this never happened. I don't know if my logs would help in this case, because I don't have this issue on my end right now - just wanted to inform you about the 'mod'.
Jonado Posted March 4, 2024 Posted March 4, 2024 (edited) I am getting some weird LOD issues in Solitude. First, I get a duplicate rotor for the Solitude windmill, like in the screenshots. This only happens in winter, where I am using a custom mesh for the windmill, which is based on the mesh from RedBag's Solitude, but with quite heavy modifications (it is not the same as you will find on the mod page of its reference). During autumn, I am using a retexture of the original mesh, and that works fine. Another issue I think is related to Open Cities. RedBag's Solitude has quite a few statics that are only placed in the Solitude worldspace, but they are marked as persistent, so they show up just fine in the Tamriel worldspace. However, they don't get LOD, despite checking the High rules for child-to-parent worldspace LOD inheritance. Is that functionality disabled entirely with Open Cities? If so, I think you should include some exceptions. Similarly, the museum building from Legacy of the Dragonborn (0B8D4B2F) is not showing up on the map. That object does not have any correspondence in the Tamriel worldspace, either. It is getting LOD, but I think that may be because I am selecting "Upgrade near grid to far grid" for large references. Another weird issue is that Erikur's House (00090E57 or 0008E2C9; the second one is the OCS reference) is not getting any LOD at all. Other instances (from RedBag's Solitude) are getting LOD, so I don't understand what is going on here. Here is a link to the logs (not sure why the debug log ended up so large): https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0 Edited March 4, 2024 by Jonado
sheson Posted March 4, 2024 Author Posted March 4, 2024 On 3/3/2024 at 9:24 PM, PRieST said: @sheson Have you seen this mod/issue on nexus? Is this something you're aware of, if this really is a thing? Missing Windmill Fix I had this issue in the past a few times while I was testing my DynDOLOD generation via COC from main menu and so the windmills were missing. If the game is started normally or DynDOLOD gets updated/made from scratch in an ongoing save (clean save method) I think this never happened. I don't know if my logs would help in this case, because I don't have this issue on my end right now - just wanted to inform you about the 'mod'. Expand Users participating in the alpha test and using the experimental workarounds that do not report any issues to the DynDOLOD support forum do not meet the requirements to use DynDOLOD. They might as well yell at clouds. They are wasting time, resources and hinder actual bug fixing and improvement for everybody else. The first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum and https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing explain what information and logs to provide when making posts. IIRC only one report was made here over half a year ago and requests for logs and questions were ignored. Based on that, it is assumed that there is no issue with the current versions of everything until new reports are posted here.
sheson Posted March 4, 2024 Author Posted March 4, 2024 On 3/4/2024 at 1:59 AM, Jonado said: I am getting some weird LOD issues in Solitude. First, I get a duplicate rotor for the Solitude windmill, like in the screenshots. This only happens in winter, where I am using a custom mesh for the windmill, which is based on the mesh from RedBag's Solitude, but with quite heavy modifications (it is not the same as you will find on the mod page of its reference). During autumn, I am using a retexture of the original mesh, and that works fine. Another issue I think is related to Open Cities. RedBag's Solitude has quite a few statics that are only placed in the Solitude worldspace, but they are marked as persistent, so they show up just fine in the Tamriel worldspace. However, they don't get LOD, despite checking the High rules for child-to-parent worldspace LOD inheritance. Is that functionality disabled entirely with Open Cities? If so, I think you should include some exceptions. Similarly, the museum building from Legacy of the Dragonborn (0B8D4B2F) is not showing up on the map. That object does not have any correspondence in the Tamriel worldspace, either. It is getting LOD, but I think that may be because I am selecting "Upgrade near grid to far grid" for large references. Another weird issue is that Erikur's House (00090E57 or 0008E2C9; the second one is the OCS reference) is not getting any LOD at all. Other instances (from RedBag's Solitude) are getting LOD, so I don't understand what is going on here. Here is a link to the logs (not sure why the debug log ended up so large): https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0 Expand Provide/Upload the mod that swaps the Solitude windmill for the winter season. I'll need to expand the feature that hides the fan to work for seasons. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration NoScanIfPluginExists - do not do anything if one of the listed plugins exists regardless of any other settings. DynDOLOD_SSE_childworld_SolitudeWorld.ini NoScanIfPluginExists=Open Cities Skyrim.esp,SR Exterior Cities.esp,Exterior Cities Solitude SR.esp, Alternate Skyrim.esp If a child worldspace is ignored, any neverfades (IsFullLOD + Persistent) in it should not be modified by any DynDOLOD plugin and continue to work as is. No form ID or screenshot was provided. 0B8D4B2F is a STAT base record. LOD is generated for references. LegacyoftheDragonborn.esm adds xx757080 as a neverfade to Solitude. If scanning of childworlds is disabled, then it continues to work as is. It does not show on the map because without child worldspace scanning there is no reference in the parent worldspace for which static object LOD is being generated. 00090E57 is in a child worldspace and irrelevant in this context. 0008E2C9 is "deleted" by a DynDOLOD patch for LegacyoftheDragonborn, because LegacyoftheDragonborn.esm adds a new reference xx13DD6B with the full model which then normally should have LOD but somehow forgot to "delete" the reference 0008E2C9 that adds the vanilla LOD model. You probably have a patch that removes or deletes the new reference xx13DD6B in LegacyoftheDragonborn.esm. Report which plugin(s) overwrite it.
Jonado Posted March 5, 2024 Posted March 5, 2024 On 3/4/2024 at 7:34 AM, sheson said: Provide/Upload the mod that swaps the Solitude windmill for the winter season. I'll need to expand the feature that hides the fan to work for seasons. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration NoScanIfPluginExists - do not do anything if one of the listed plugins exists regardless of any other settings. DynDOLOD_SSE_childworld_SolitudeWorld.ini NoScanIfPluginExists=Open Cities Skyrim.esp,SR Exterior Cities.esp,Exterior Cities Solitude SR.esp, Alternate Skyrim.esp If a child worldspace is ignored, any neverfades (IsFullLOD + Persistent) in it should not be modified by any DynDOLOD plugin and continue to work as is. No form ID or screenshot was provided. 0B8D4B2F is a STAT base record. LOD is generated for references. LegacyoftheDragonborn.esm adds xx757080 as a neverfade to Solitude. If scanning of childworlds is disabled, then it continues to work as is. It does not show on the map because without child worldspace scanning there is no reference in the parent worldspace for which static object LOD is being generated. 00090E57 is in a child worldspace and irrelevant in this context. 0008E2C9 is "deleted" by a DynDOLOD patch for LegacyoftheDragonborn, because LegacyoftheDragonborn.esm adds a new reference xx13DD6B with the full model which then normally should have LOD but somehow forgot to "delete" the reference 0008E2C9 that adds the vanilla LOD model. You probably have a patch that removes or deletes the new reference xx13DD6B in LegacyoftheDragonborn.esm. Report which plugin(s) overwrite it. Expand As I said, the windmill model is partly my own work and currently not published anywhere. It contains features from RedBag's Solitude, Simplicity of Seasons, Seasonal Landscapes, possibly USSEP, and a lot of bug fixes with Simplicity of Season's model that I have fixed myself. I plan to publish it along with a lot of other related stuff later this year, so I would still appreciate if you could take a look. You can find it here: https://www.dropbox.com/scl/fi/jqdd087n8b6dr6f73efev/swindmillsnow.nif?rlkey=8esdakkj3abcfyvdhhb105c5y&dl=0. Or is it possible for me to fix it myself by e.g. reordering the blocks? xx13DD6B is disabled by OCS + LOTD5 Patch.esp, which is provided at the Open Cities mod page at AFKMods. I thought the missing LOD objects were due to Open Cities, but could it be resolved? Not seeing the museum building on the map is an eyesore, so I would appreciate if you could create a custom rule for it. There is an instance of the museum building in the Tamriel worldspace, but it is disabled and that is not changed in the Open Cities patch. For RedBag's Solitude, I could provide a list of the affected references if you are willing to look into it. Otherwise I could just create a patch myself that copies the relevant objects to the Tamriel worldspace.
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