Zanderat Posted April 7, 2022 Posted April 7, 2022 Using alpha 87, I am getting this weird double window in Riften, possibly in other places. I have no idea what is going on. Don't even know how to begin trouble shooting this. Thanks.
sheson Posted April 7, 2022 Author Posted April 7, 2022 On 4/6/2022 at 10:43 PM, DarthVitrial said: Ah, I see what you mean. I'm not sure what else could have caused that access violation since I didnt have anything else open at the time, and those were all the logs I had. If I think of anything I'll post here. Expand It is probably a race condition. See if it still happens with the next alpha version. On 4/7/2022 at 3:20 AM, Zanderat said: Using alpha 87, I am getting this weird double window in Riften, possibly in other places. I have no idea what is going on. Don't even know how to begin trouble shooting this. Thanks. Expand https://dyndolod.info/FAQ "Out of place or floating objects" Test with new game. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong or maybe there was script lag. If it happens with a new game, upload log and debug log as explained on the first post. Look up the Ref(erence) form id in xEdit, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. 1
Zanderat Posted April 7, 2022 Posted April 7, 2022 Thanks, @sheson. Went back to an earlier save and re-updated DDL. Seems OK now. Not sure what went sideways. First time I ever had trouble updating mid-game.
nwn9 Posted April 7, 2022 Posted April 7, 2022 Has any of you had your PC crashed as a result of texture or LOD generation? It happens every time I use DynDOLOD or DynDOLODx64.exe, while TexGen is able to sometimes successfully complete the task.
sheson Posted April 7, 2022 Author Posted April 7, 2022 On 4/7/2022 at 6:26 PM, nwn9 said: Has any of you had your PC crashed as a result of texture or LOD generation? It happens every time I use DynDOLOD or DynDOLODx64.exe, while TexGen is able to sometimes successfully complete the task. Expand BSOD, PC freezing, crashing are a hardware, cooling, overclocking, BIOS settings, OS, driver problem.
Generica Posted April 7, 2022 Posted April 7, 2022 MODs: Open City, JK skyrim + OC Patch, OC ELFX Patch, Dyndolod 3 Alpha 87 Followed the Dyndolod Open Cities Guide (made sure to disable esp + patches for OC on first run, then re-enable when generating dynamic dyndolod on second run) but have been getting this issue in Whiterun. (LOD is perfectly okay, but when loaded structure is missing massive chunk) Tested on existing save and new save, same error.
sheson Posted April 8, 2022 Author Posted April 8, 2022 On 4/7/2022 at 9:36 PM, Generica said: MODs: Open City, JK skyrim + OC Patch, OC ELFX Patch, Dyndolod 3 Alpha 87 Followed the Dyndolod Open Cities Guide (made sure to disable esp + patches for OC on first run, then re-enable when generating dynamic dyndolod on second run) but have been getting this issue in Whiterun. (LOD is perfectly okay, but when loaded structure is missing massive chunk) Tested on existing save and new save, same error. Expand Read the first post which log and debug log to upload when making posts. Follow the instructions how to properly generate LOD for Open Cities at https://dyndolod.info/Mods/Open-Cities-Skyrim If the building shows with only the DynDOLOD plugins deactivated, open console to get its reference form id. Check in xEdit which is the last plugin to overwrite it.
Generica Posted April 8, 2022 Posted April 8, 2022 On 4/8/2022 at 6:00 AM, sheson said: Read the first post which log and debug log to upload when making posts. Follow the instructions how to properly generate LOD for Open Cities at https://dyndolod.info/Mods/Open-Cities-Skyrim If the building shows with only the DynDOLOD plugins deactivated, open console to get its reference form id. Check in xEdit which is the last plugin to overwrite it. Expand I followed the guide and regenerated my lods from a fresh run through. Issue still persists. Dyndolod is the last plugin on xEdit so no plugin overwrites its meshes. Here's the log and debug files. Had to upload debug file on mega due to file size: https://mega.nz/file/UTRSmBSK#z4MYiCesrfROFHheCDJFD9P2dH9qitnE7wADeVvcKnc DynDOLOD_SSE_log.txtFetching info...
sheson Posted April 8, 2022 Author Posted April 8, 2022 On 4/8/2022 at 2:44 PM, Generica said: I followed the guide and regenerated my lods from a fresh run through. Issue still persists. Dyndolod is the last plugin on xEdit so no plugin overwrites its meshes. Here's the log and debug files. Had to upload debug file on mega due to file size: https://mega.nz/file/UTRSmBSK#z4MYiCesrfROFHheCDJFD9P2dH9qitnE7wADeVvcKnc DynDOLOD_SSE_log.txt 1.54 MB · 0 downloads Expand If the building shows with only the DynDOLOD plugins deactivated, open console to get its reference form id. Load the load order without DynDOLOD plugins into xEdit, to check which is the last plugin to overwrite it. I need to know which plugin adds/modifies the reference that goes missing.
Generica Posted April 8, 2022 Posted April 8, 2022 On 4/8/2022 at 3:03 PM, sheson said: If the building shows with only the DynDOLOD plugins deactivated, open console to get its reference form id. Load the load order without DynDOLOD plugins into xEdit, to check which is the last plugin to overwrite it. I need to know which plugin adds/modifies the reference that goes missing. Expand Not sure if this is what you are looking for? (Haven't used SSEdit much)
sheson Posted April 8, 2022 Author Posted April 8, 2022 On 4/8/2022 at 3:11 PM, Generica said: Not sure if this is what you are looking for? (Haven't used SSEdit much) Expand The screenshot shows the base record. If you click an object with console open, the game shows the reference form id. If you use more informative console, that is the number behind Ref form ID. It is most likly 0005D2BE. Look that one up. From the screenshot it seems only Open Cities Skyrim.esp changes it, which is what we would expect. If not other plugin overwrites it after open Cities Skyrim.esp, then try this: Deactivate DynDOLOD mod in the mod manager. Start DynDOLOD as you would for the second pass with Open Cities and patches. Click one of the Low, Medium, High preset buttons to update the rules. Select rest of options as before and generate, then merge this new output with the existing output, overwrite all older files.
Generica Posted April 8, 2022 Posted April 8, 2022 On 4/8/2022 at 3:21 PM, sheson said: The screenshot shows the base record. If you click an object with console open, the game shows the reference form id. If you use more informative console, that is the number behind Ref form ID. It is most likly 0005D2BE. Look that one up. From the screenshot it seems only Open Cities Skyrim.esp changes it, which is what we would expect. If not other plugin overwrites it after open Cities Skyrim.esp, then try this: Deactivate DynDOLOD mod in the mod manager. Start DynDOLOD as you would for the second pass with Open Cities and patches. Click one of the Low, Medium, High preset buttons to update the rules. Select rest of options as before and generate, then merge this new output with the existing output, overwrite all older files. Expand Happy to report that updating the meshes to medium (since the first run through was done on medium) for the second run through seems to have solved this issue. Though I'm not sure if ticking 'upgrade NearGrid large references to Fargrid' had any affect (since that was the only other option I changed).
Generica Posted April 9, 2022 Posted April 9, 2022 Did some further running around and came across some terrain issues. There are dips in geometry between the current cell the player is in and surrounding cells (flattens out when you get closer). It also stops grass from loading in until you are close to the edge of the bordering cell (happens anywhere on the map). Attached the log, debug files on mega (https://mega.nz/file/8WAT1LJa#C4nMhvbuGWUbtMtqIk3bBdsaZQmkjM6by1X77FFH8oU) DynDOLOD_SSE_log.txtFetching info...
Gamma_Metroid Posted April 9, 2022 Posted April 9, 2022 Some of the textures in my object LOD atlas are 1/4 the size that they should be, with the rest of the space filled in with black (see attached image). What might be causing this? I haven't found anything in the docs or the logs that might indicate this kind of behavior. I am using DynDOLOD 3.00 Alpha 87
sheson Posted April 9, 2022 Author Posted April 9, 2022 On 4/9/2022 at 12:04 AM, Generica said: Did some further running around and came across some terrain issues. There are dips in geometry between the current cell the player is in and surrounding cells (flattens out when you get closer). It also stops grass from loading in until you are close to the edge of the bordering cell (happens anywhere on the map). Attached the log, debug files on mega (https://mega.nz/file/8WAT1LJa#C4nMhvbuGWUbtMtqIk3bBdsaZQmkjM6by1X77FFH8oU) DynDOLOD_SSE_log.txt 1.52 MB · 0 downloads Expand DynDOLOD does not generate terrain LOD. This is a bug of vanilla/Oscape terrain LOD. Use xLODGen terrain LOD beta with the protect cell border option.
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