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Posted
  On 2/25/2025 at 8:44 AM, Norrin said:

After generating the both TexGen and Dyndolod, I am having an issue with half of Solitute not rendering texture unless I go through them. What did I do wrong and is anyone having the similar issue that have a solution? I follow the guide below

Thanks in advance

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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.

What troubleshooting have you done, that makes you believe the problem has something to do with the DynDOLOD output? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

If you have a problem following a third party guide, make sure to follow the entire modding guide properly.
Report or ask about problems related to the guide on the forum of the guide.

Posted

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Posted
  On 2/25/2025 at 9:38 AM, Norrin said:

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Expand  

Requested logs were not provided.

"unless I go through them"
What you are most likely going through are occlusion planes or boxes. See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

Posted

I redownloaded and reinstalled DynDOLOD Resources SE Alpha-55 to make sure it wasn't the result of a corrupt download, and rechecked the mesh in NifSkope.

Noticed via Asset Doctor's report:

 

missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\
reference 9F00166C (base 38000934 from DynDOLOD.esm) > missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\ (mesh short path: lod\riften\rtplayerhouse01glow_lod_0.nif)

 

Posted
  On 2/25/2025 at 1:22 PM, LiterallyACat said:

I redownloaded and reinstalled DynDOLOD Resources SE Alpha-55 to make sure it wasn't the result of a corrupt download, and rechecked the mesh in NifSkope.

Noticed via Asset Doctor's report:

missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\
reference 9F00166C (base 38000934 from DynDOLOD.esm) > missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\ (mesh short path: lod\riften\rtplayerhouse01glow_lod_0.nif)
Expand  

Thanks. Will be fixed next version.

Posted
  On 2/28/2025 at 12:12 AM, HiTMAN31X said:

I'm using the latest version of Dyndolod and my game crashes at the same location (near Helgen Cave), it seems that occlusion.esp is involved, see crash log.

https://pastebin.com/a0jCkYwe

Expand  

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.

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The call stack mentions OpenAnimationReplacer.dll. The stack mentions hkbStateMachine, hkbBehaviorGraph with HareBehavior.hkb, OpenAnimationReplacer.dll and then a rabbit NPC reference, which happens to be in a cell which happens to be overwritten last by Occlusion.esp. If you remove it, and the crash still happens, then the cell will be overwritten last by Landscape and Water Fixes - Patch - LFfGM.esp.

The crash seems to be related to animations and OpenAnimationReplacer.dll

Posted
  On 2/28/2025 at 7:18 AM, 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.

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The call stack mentions OpenAnimationReplacer.dll. The stack mentions hkbStateMachine, hkbBehaviorGraph with HareBehavior.hkb, OpenAnimationReplacer.dll and then a rabbit NPC reference, which happens to be in a cell which happens to be overwritten last by Occlusion.esp. If you remove it, and the crash still happens, then the cell will be overwritten last by Landscape and Water Fixes - Patch - LFfGM.esp.

The crash seems to be related to animations and OpenAnimationReplacer.dll

Expand  

Thanks for your help, before this I had trouble interpreting a crash log but now it's clear, I'll try to find the culprit.

Posted

Hello everyone,

I've been trying to get dyndolod (latest version) up and running for bit but I keep getting the same problem. the lod wont work at the start until it crashes, then it'll work but be littered in large reference bugs (like textures both up close and far away flickering and bugging out).

I did what I thought was most obvious and went through and cleaned (with quick auto clean) all the mods that the dyndolod summary and text gen summary said were causing issues with the large reference bug work around because of deleted navmesh files, I also did the same for all the mods that loot said had that problem too, yet nothing changed.

I also redid parallax gen and reqtificator (I use requiem) along with xlodgen and dyndolod a bunch of times to see if that would do anything but still nothing.

now I'm just kinda confused and would appreciate any help cause I'm really not sure whats wrong here.

logs: https://ufile.io/t9xs6l1g

photos (first one is after crash where hopefully the buggy textures came through, the second is before crash): https://postimg.cc/gallery/tWRTxy6

Posted
  On 2/28/2025 at 5:44 PM, mailit said:

Hello everyone,

I've been trying to get dyndolod (latest version) up and running for bit but I keep getting the same problem. the lod wont work at the start until it crashes, then it'll work but be littered in large reference bugs (like textures both up close and far away flickering and bugging out).

I did what I thought was most obvious and went through and cleaned (with quick auto clean) all the mods that the dyndolod summary and text gen summary said were causing issues with the large reference bug work around because of deleted navmesh files, I also did the same for all the mods that loot said had that problem too, yet nothing changed.

I also redid parallax gen and reqtificator (I use requiem) along with xlodgen and dyndolod a bunch of times to see if that would do anything but still nothing.

now I'm just kinda confused and would appreciate any help cause I'm really not sure whats wrong here.

logs: https://ufile.io/t9xs6l1g

photos (first one is after crash where hopefully the buggy textures came through, the second is before crash): https://postimg.cc/gallery/tWRTxy6

Expand  

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
Test without DynDOLOD output. The crash log indicates a problem with pathing / navmeshes based on the registers/stack. It might be related to the mentioned NPC trying to get somewhere. Something that is not touched by DynDOLOD at all.

https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells and/or https://dyndolod.info/FAQ#Entire-LOD-missing
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default).
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search -> https://stepmodifications.org/forum/topic/20455-lod-and-full-models-overlapping/
The missing or stuck object LOD in active cells is unrelated to the crash. Make sure to follow the instructions of a A Clear Map of Skyrim to generate object LOD level 32 files or set uLockedObjectMapLOD to 16.

Posted

Good time of day, Sheson!

Last time I had to regenerate LOD, was with DynDOLOD 187, if I remember correctly and all was working without a hitch.

Currently trying with version 190, I fail every time (tried a few times).
Here are the logs (https://ufile.io/hqw46wmu).

1. xLODGen worked fine;

2. TexGen worked fine;

3. DynDOLOD gets stuck.

So what happens is:
1. DynDolod gets to the "[Tamriel] Generating object LOD" string, when it usually starts spawning generation processes, but never continues and processes are not spawned;

2. CPU for "Firstborn" process in task manager stays a 0%, rarely jumps to to ~ 0.5% - 1%, but nothing seems to happen (left it for ~40 minutes, another time for couple hours);

3. I close DynDOLOD screen with X (alerts me that output will be incomplete), program itself closes, but "Firstborn" process stays idle with ~4GB memory consumption, until I kill it. Also, obviously no output, since nothing happened.

Posted
  On 3/2/2025 at 2:22 AM, DDCrusader said:

Good time of day, Sheson!

Last time I had to regenerate LOD, was with DynDOLOD 187, if I remember correctly and all was working without a hitch.

Currently trying with version 190, I fail every time (tried a few times).
Here are the logs (https://ufile.io/hqw46wmu).

1. xLODGen worked fine;

2. TexGen worked fine;

3. DynDOLOD gets stuck.

So what happens is:
1. DynDolod gets to the "[Tamriel] Generating object LOD" string, when it usually starts spawning generation processes, but never continues and processes are not spawned;

2. CPU for "Firstborn" process in task manager stays a 0%, rarely jumps to to ~ 0.5% - 1%, but nothing seems to happen (left it for ~40 minutes, another time for couple hours);

3. I close DynDOLOD screen with X (alerts me that output will be incomplete), program itself closes, but "Firstborn" process stays idle with ~4GB memory consumption, until I kill it. Also, obviously no output, since nothing happened.

Expand  

Use a legal version of the game. Pay attention to log messages.

Delete old log. Run this test version https://mega.nz/file/FMx1AaRT#p2BwU-k73CCk3tRlgZsFJBRPqqAt3wJR8Lts4h3OvbI. Upload new logs.

Then add ExportLANDBinary=0 under [DynDOLOD] to D:\Games\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Delete old logs. Run test version. Upload these new logs as well.

Posted (edited)

Hey sheson,
got a question that's been on my mind for a while now, perhaps you can give me some insight please.
In regards to grass LOD, specifically Grass Mode 1. Why is there no option to have userdefined further reduced grass LOD amount displayed in LOD8? 

I took a picture from High Hrothgar towards the tundra and drew in the lines where grass (Grass Mode 1; 65%) just stops displaying: https://i.imgur.com/TK2c8GQ.jpeg
If I wanted grass beyond that I could increase LOD4 draw distance or switch to Grass Mode 2, right? GM2 uses the during the LOD generation set value [0;100] though (I believe?), while increasing LOD4 would otherwise increase load due to it's better quality level compared to >LOD4.
To get back to the question, why can we not set a second value for LOD8?  Potentially LOD4 % * (x/100) with x being [0;100]? Perhaps just [0;50] or even less? 
I feel like having just 10% grass in LOD8 would still be better than 0%. Or are there other means to achieve this?

Thank you for your reply or if I missed an important bit of information, thank you for your guidance!

Edited by KRZ
Posted
  On 3/2/2025 at 10:13 AM, KRZ said:

Hey sheson,
got a question that's been on my mind for a while now, perhaps you can give me some insight please.
In regards to grass LOD, specifically Grass Mode 1. Why is there no option to have userdefined further reduced grass LOD amount displayed in LOD8? 

I took a picture from High Hrothgar towards the tundra and drew in the lines where grass (Grass Mode 1; 65%) just stops displaying: https://i.imgur.com/TK2c8GQ.jpeg
If I wanted grass beyond that I could increase LOD4 draw distance or switch to Grass Mode 2, right? GM2 uses the during the LOD generation set value [0;100] though (I believe?), while increasing LOD4 would otherwise increase load due to it's better quality level compared to >LOD4.
To get back to the question, why can we not set a second value for LOD8?  Potentially LOD4 % * (x/100) with x being [0;100]? Perhaps just [0;50] or even less? 
I feel like having just 10% grass in LOD8 would still be better than 0%. Or are there other means to achieve this?

Thank you for your reply or if I missed an important bit of information, thank you for your guidance!

Expand  

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.

Grass LOD is only generated in LOD Level 4. Grass Mode 1 and 2 define max distance of full grass and thus where grass LOD starts.

For grass LOD to be visible the terrain LOD needs to be of high quality so the billboards are not hidden under coarse terrain LOD or float above it, which can be achieved by  increasing how far terrain LOD level 4 shows. Grass LOD in higher LOD levels will take a considerable longer time to generate, create huge LOD files, since they cover 4 times the area. Rendering lots of small triangles covering each other can have quite the effect on performance. The performance and resource requirements still increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures.

  • Like 1
Posted (edited)
  On 3/2/2025 at 10:43 AM, sheson said:

The performance and resource requirements increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures

Expand  

Had a feeling it'd be a performance issue but had hoped not. :(
Also been wondering whether it'd be possible to gather all grass data (location, color), create an overlay texture + unique noise and slap that on top of terrain LOD to fake grass fields. But that's pretty much exactly exactly what you suggested should be done via baking. Sounds like mixing landscape textures and grass mods is a lot more disencouraged or trouble to get right for visual consistency than I thought.

But that answers my question. Thank you for the insightful answer, sheson!

Edited by KRZ

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