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Posted (edited)

I'm using SE 1.6.353.0

Using Alpha 88, I noticed now, when I fast travel to Whiterun, just as I appear inside, there's a white hazy flash that appears on the screen in front of me, just for a brief second.

For various lights/lighting and sky mods, I am using (With Cathedral Weathers and Seasons);

Embers HD-XD
EVLaS
Lanterns Of Skyrim II
LUX
LUX Via
Particle Patch for ENB
Skyrim Textures Redone- Enhanced Night Sky
Smooth Sky mesh

At first I assumed one of these mods were causing the issue, but each time I disable/uncheck my DynDOLOD mod in MO2, the flash goes away, when I enable it, the flash comes back.

For DynDOLOD I am using the settings shown here on Stepmodifications for DynDOLOD-HD-QHD options, in the upper right of DynDOLOD I use the High settings.

I'll attach a screen shot of my DynDOLOD settings, along with the white flash I see when entering Whiterun.

As for any DynDOLOD logs, I'm not sure if you want me to submit any, but if needed, please tell me which ones?

THANKS

 

DynDOLOD-HD-QHD.png

Whiterun Flash.jpg

Edited by mooit
Posted
  On 5/5/2022 at 6:22 AM, mooit said:

Using Alpha 88, I noticed now, when I fast travel to Whiterun, just as I appear inside, there is a hazy white flash that appears on the screen in front of me.

For various lights/lighting mods, I am using;

Embers HD-XD
EVLaS
Lanterns Of Skyrim II
LUX
LUX Via

At first I assumed one of these light mods were causing the issue, but each time I disable my DynDOLOD mod the flash goes away, when I enable it, it comes back.

For DynDOLOD I am using the settings shown here on Stepmodifications for DynDOLOD-HD-QHD options, in the upper right of DynDOLOD I use the High settings.

I'll attach a screen shot of my DynDOLOD settings, along with the white flash I see when entering Whiterun.

As for any DynDOLOD logs, I'm not sure if you want me to submit any, but if needed, please tell me which ones?

THANKS

 

DynDOLOD-HD-QHD.png

Whiterun Flash.jpg

Expand  

Read the first post which log and debug log to upload.

When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use More Informative Console to show additional information. If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference.

Posted (edited)
  On 5/5/2022 at 6:34 AM, sheson said:

Read the first post which log and debug log to upload.

When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use More Informative Console to show additional information. If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference.

Expand  

Hi,

I'm attaching logs I could find, related to Page 1, I hope these are the correct ones.

I'm also attaching a screen shot from the console showing the Reference Form ID.

I don't have More Informative Console.

Whiterun reference form ID.jpg

 

You mentioned;  If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Sorry I don't understand the 'DynDOLOD plugin'? Plugin? You mean check DynDOLOD.esp in Xedit and only run it?

THANKS

P.S. I loaded Xedit with only DynDOLOD.esp and tried to lookup 20005902 and there was nothing showing in Xedit.

DynDOLOD_SSE_Debug_log.txtFetching info... DynDOLOD_SSE_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info...

 

Edited by mooit
Posted
  On 5/5/2022 at 6:49 AM, mooit said:

Hi,

I'm attaching logs I could find, related to Page 1, I hope these are the correct ones.

I'm also attaching a screen shot from the console showing the Reference Form ID.

I don't have More Informative Console.

THANKS

Whiterun reference form ID.jpg

DynDOLOD_SSE_Debug_log.txt 141.57 kB · 0 downloads DynDOLOD_SSE_log.txt 1.57 MB · 0 downloads LODGen_SSE_Tamriel_log.txt 39.37 kB · 0 downloads

Expand  

OK. Do you know which plugin has the load order hex 20 when you are in the game? (The first two digits of the form id?)
Either check MO2 right plugin list or load entire load order into xEdit to see which plugin starts has [20] in from of it. Then enter the form id into the FormID field top left and hit Enter key to bring it up the reference in the right window to verify you got the right plugin. The order can change, so in case that there is a problem identifying it, best to install More Informative Console, which will show it right in the game with console open.

When you say "flash" does it mean the glow changes intensity briefly? In that case setting a slightly longer time for fade-in from black might help to cover up the delayed disabling of FXGlow LOD. See https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
In that case don't worry about finding the plugin/form id.

You should look into fixing the HITMEs https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Posted

Hi, I apologize if I am posting this to the wrong forum. I am currently using Seasons of Skyrim/Turn of the Seasons with Happy Little Trees and LODgen with Dyndolod3 (using the latest versions of each). LODgen and Dyndolod/TexGen all run great, no problem there. My problem is with one specific tree type in Solstheim that is not replaced by the Happy Little Trees mod, using vanilla assets from  the Dragonborn DLC instead, and it really is an eye sore. Using the console I identified this tree as belonging to the Dragonborn DLC with Base Form ID: 0403383D, Type: Static, Model: DLC2TreePineShortHeavySnow.niff.

I tried using SSEEdit to locate the static 0403383D, find all references to it, I double clicked each reference and individually deleted each record referencing this static that way. While this did remove the ugly trees from the game, they remained in my previously generated lods. Unfortunately Dyndolod now crashes with a "reference" error when I try to run it to remove the ugly tree from my lods.

is there a way to go about removing this ugly tree in a way that won't crash Dyndolod?

Posted
  On 5/5/2022 at 11:31 AM, ElCapitan8866 said:

Hi, I apologize if I am posting this to the wrong forum. I am currently using Seasons of Skyrim/Turn of the Seasons with Happy Little Trees and LODgen with Dyndolod3 (using the latest versions of each). LODgen and Dyndolod/TexGen all run great, no problem there. My problem is with one specific tree type in Solstheim that is not replaced by the Happy Little Trees mod, using vanilla assets from  the Dragonborn DLC instead, and it really is an eye sore. Using the console I identified this tree as belonging to the Dragonborn DLC with Base Form ID: 0403383D, Type: Static, Model: DLC2TreePineShortHeavySnow.niff.

I tried using SSEEdit to locate the static 0403383D, find all references to it, I double clicked each reference and individually deleted each record referencing this static that way. While this did remove the ugly trees from the game, they remained in my previously generated lods. Unfortunately Dyndolod now crashes with a "reference" error when I try to run it to remove the ugly tree from my lods.

is there a way to go about removing this ugly tree in a way that won't crash Dyndolod?

Expand  

If the process stops with a proper message that explains the cause of the error, then it is not crashing.

If the message has a link "Click on this link for additional explanations and help for this message", then click it to open further explanations and help as explained on the first post.
Unresolved form ids will cause CTD in the game (the game closes without telling you what the problem is)

Do not "delete" base records. To remove objects like trees, "delete" the references, clean the plugin with xEdit afterwards.
Alternatively define a different model on the base record or replace the model NIF. Could be an "empty" dummy NIF with just the BSFadeNode.

If further help is required with a message, use the "Copy this message to clipboard" to copy and paste the text when making reports as explained in the first post.
Also upload the log and debug log as explained in the first post.

Posted (edited)

  

  On 5/5/2022 at 7:02 AM, sheson said:

OK. Do you know which plugin has the load order hex 20 when you are in the game? (The first two digits of the form id?)
Either check MO2 right plugin list or load entire load order into xEdit to see which plugin starts has [20] in from of it. Then enter the form id into the FormID field top left and hit Enter key to bring it up the reference in the right window to verify you got the right plugin. The order can change, so in case that there is a problem identifying it, best to install More Informative Console, which will show it right in the game with console open.

When you say "flash" does it mean the glow changes intensity briefly? In that case setting a slightly longer time for fade-in from black might help to cover up the delayed disabling of FXGlow LOD. See https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
In that case don't worry about finding the plugin/form id.

You should look into fixing the HITMEs https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Expand  

 

Hi Sheson,

The flash doesn't change in intensity, it only briefly flashes for one second like the screen shot is all I see.

So when I fast travel from anywhere on the map to Whiterun, as soon as I appear inside Whiterun, that very second, it flashes white like the screen shot, but it doesn't always happen. I noticed if I shutdown the game, load a save, then jump to Whiterun, it will always happen like this.

I've attached a screen shot of M02, showing the Mode Index number 20, is that the 20 you mean? Which oddly enough, points to a Whiterun Mod called Blubbos Trees.

MO2.jpg

 

I think I found the problem, DynDOLOD and Blubbos; (I unchecked Blubbos in MO2, then restarted SE, no more flash, then I quit SE, enabled Blubbos in MO2, restarted SE, and the flash came back).

Blubbos Whiterun 2022 at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

THANKS

Edited by mooit
Posted
  On 5/5/2022 at 11:52 PM, mooit said:

I was trying to edit my post over, the Blubbos link I posted is for the latest version. I made a mistake and forgot to put a link to the older version that I am using, that is still archived on nexumods.

Blubbos Trees in Whiterun - DELETED at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

I don't like the new version, it's been changed, has a different look/trees...

Expand  

The form id is just a tree, which should not cause any problems with references placing glow meshes. 

Seem the broken plugin was removed for a reason. See if "fixing" the HITMEs as already suggest makes a difference. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
If not, generate LOD from scratch with the fixed plugin to see if that helps.

If that does not change anything, it is possible it selects a tree instead of the reference with the glow mesh when clicking with console open. Install More Informative Console to help finding the correct form id for the glow mesh. We would expect the NIF to have a name containing "glow" or "fx" for example.

If the glow can be seen when outside of Whiterun, use tcl in console to get near it to select it via console to get its form ID.

Test generating with "Fake lights child worlds" unchecked. If that help, then it means disabling dynamic LOD objects just takes longer than usual and increasing the time to fade-in from black would be the option to use in case you want to have LOD with those fake lights.

Posted
  On 5/5/2022 at 11:52 AM, sheson said:

If the process stops with a proper message that explains the cause of the error, then it is not crashing.

If the message has a link "Click on this link for additional explanations and help for this message", then click it to open further explanations and help as explained on the first post.
Unresolved form ids will cause CTD in the game (the game closes without telling you what the problem is)

Do not "delete" base records. To remove objects like trees, "delete" the references, clean the plugin with xEdit afterwards.
Alternatively define a different model on the base record or replace the model NIF. Could be an "empty" dummy NIF with just the BSFadeNode.

If further help is required with a message, use the "Copy this message to clipboard" to copy and paste the text when making reports as explained in the first post.
Also upload the log and debug log as explained in the first post.

Expand  

Hi Sheson, thank you for the info. I used SSEEdit to create a copy of that tree into a new .esp (so I can move it down my load order) and simply replaced the ugly tree model with one that works with Happy Little Trees (DLC2TreePineShortHeavySnow01.niff instead of DLC2TreePineShortHeavySnow.niff). That did it, ugly tree is gone from the game and LODs generate without a problem. Thanks again!

Posted

In alpha 89, what does “Added principle support for Base Object Swapper transformation and location” mean? Since base object swapper was already supported for stuff like seasons. Is this for stuff like that Dynamic Things Alternative message I was getting, or is this something else?

Posted
  On 5/6/2022 at 5:55 PM, DarthVitrial said:

In alpha 89, what does “Added principle support for Base Object Swapper transformation and location” mean? Since base object swapper was already supported for stuff like seasons. Is this for stuff like that Dynamic Things Alternative message I was getting, or is this something else?

Expand  

I just opened the edit function to update the page on the website. Check it back in a while. https://dyndolod.info/Mods/Base-Object-Swapper

It means, DynDOLOD now supports the Pos[A|R], Rot[A|R], Scale setting as well as the [Form|Location/Cell_FormID|Location/Cell_EditorID].

If any of the tranforms is random, the reference is ignored for LOD.

"Principle support" means it needs testing with real mods utilizing the features and there might be bugs.

  • Like 1
Posted

Hey sheson, could you provide a bit of background as to what prompted you to add apparent support for Grass Cache Fixes? What's the scenario this resolves?

GrassGID=gid
GrassGID=cgid

I also see mention of reading GID from BSA and some LODGen support as well for this stuff. I want to keep our guides properly updated with respect to the new version.

Posted
  On 5/6/2022 at 6:19 PM, z929669 said:

Hey sheson, could you provide a bit of background as to what prompted you to add apparent support for Grass Cache Fixes? What's the scenario this resolves?

GrassGID=gid
GrassGID=cgid

I also see mention of reading GID from BSA and some LODGen support as well for this stuff. I want to keep our guides properly updated with respect to the new version.

Expand  

Just added this to https://dyndolod.info/Help/Grass-LOD
In case the grass cache is used with runtime version 1.6.x and the *.CGID files have been renamed to *.GID, set GrassGID=gid in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. This requires all *.GID to be of the valid data format, otherwise there will be Error reading grass [worldspace] [x,y] / Error processing grass data *.CGID Unable to read beyond the end of the stream as explained below.

This is to avoid having to keep both the same CGID and GID files in the load order or having to rename them back and forth.

Note that NGIO can not read CGID from BSA. This only works with the engine natively loading GID. DynDOLOD/LODGen read anything from BSA.

  • Thanks 1

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