Jump to content

Recommended Posts

Posted
  On 5/3/2022 at 9:07 PM, sheson said:

What DynDOLOD Alpha version are you using? If that happens with the latest Alpha, then upload the log and debug for the generation of the problematic results as requested.

A threshold of one is/should not a problem with the current version. There should be no need to manually edit anything.

Expand  

I was using Alpha 88 (Download Name: DynDOLOD 3.00-32382-Alpha-88-1649940503.7z).


Here are the logs. I had attached them in my 2nd post. Figured out how to share them and had edited the post a few minutes after after posting it:

 

  On 4/29/2022 at 3:08 PM, z929669 said:

Sorry, first time on this forum, getting the hang of what info to include.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Requested Logs :

DynDOLOD_SSE_Debug_log.txt

https://ufile.io/lmx580r2

DynDOLOD_SSE_log

https://ufile.io/mr94fb12

LODGen_SSE_Tamriel_log

https://ufile.io/ti0l6cvu

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Expand  

 

Posted
  On 5/6/2022 at 11:20 PM, Mirari said:

I was using Alpha 88 (Download Name: DynDOLOD 3.00-32382-Alpha-88-1649940503.7z).
Here are the logs. I had attached them in my 2nd post. Figured out how to share them and had edited the post a few minutes after after posting it:

Expand  

Ah right, the problem was that the debug log was already replaced and doesn't contain the generation anymore.
Please upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt and DynDOLOD_SSE_Object_Report.txt

If you have the time, check if there is any difference with DynDOLOD 3 Alpha-89. In case it still happens, upload that debug log.

Posted

I have just installed DynDOLOD Resources SE 3.00 Alpha 25 and DynDOLOD 3.00 Alpha 89,

 created a TexGen Output and run the DynDOLODx64.exe

Then it show an error message "Do not install DynDOLOD Resources intended for other game versions. Do not modify any of the files. Verify the archive downloaded completely and all core files were installed."

Is there any solution for this case?

Thanks!

 

Posted
  On 5/7/2022 at 8:56 AM, tachibana907 said:

I have just installed DynDOLOD Resources SE 3.00 Alpha 25 and DynDOLOD 3.00 Alpha 89,

 created a TexGen Output and run the DynDOLODx64.exe

Then it show an error message "Do not install DynDOLOD Resources intended for other game versions. Do not modify any of the files. Verify the archive downloaded completely and all core files were installed."

Is there any solution for this case?

Thanks!

Expand  

Read the first post which log and debug log to upload when making posts.
Use "Copy this message to clipboard" and paste the entire message as explained on the first post.

Click on "Click on this link for additional explanations and help for this message" which should open https://dyndolod.info/Help/DynDOLOD-Resources, check its Troubleshooting section.

Really follow the installation instructions. https://dyndolod.info/Installation-Instructions, especially this:
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

The log will most likely show an older DynDOLOD Standalone version is being used.

Posted

[Window Title]
DynDOLOD

[Main Instruction]
DynDOLOD Resources SE issue.

[Content]
Do not install DynDOLOD Resources intended for other game versions.

Do not modify any of the files.

Verify the archive downloaded completely and all core files were installed.

Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

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

Posted
  On 5/7/2022 at 9:36 AM, tachibana907 said:

[Window Title]
DynDOLOD

[Main Instruction]
DynDOLOD Resources SE issue.

[Content]
Do not install DynDOLOD Resources intended for other game versions.

Do not modify any of the files.

Verify the archive downloaded completely and all core files were installed.

Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

DynDOLOD_SSE_Debug_log.txt 63.79 kB · 1 download DynDOLOD_SSE_log.txt 317.11 kB · 0 downloads

Expand  

As expected, the first line of the log shows an older DynDOLOD Standalone version is being used:
DynDOLOD 3.0 Alpha-88 x64 - Skyrim Special Edition (SSE) (C973144D) starting session 2022-05-07 16:50:43

As explained, always use the latest version of DynDOLOD Standalone 3 Alpha with the latest version of DynDOLOD Resources SE Alpha.

Really follow the installation instructions. https://dyndolod.info/Installation-Instructions, especially this:
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Remove old version first, do not unpack over old version. Always unpack into new and empty folder.

Posted
  On 5/7/2022 at 9:53 AM, sheson said:

As expected, the first line of the log shows an older DynDOLOD Standalone version is being used:
DynDOLOD 3.0 Alpha-88 x64 - Skyrim Special Edition (SSE) (C973144D) starting session 2022-05-07 16:50:43

As explained, always use the latest version of DynDOLOD Standalone 3 Alpha with the latest version of DynDOLOD Resources SE Alpha.

Really follow the installation instructions. https://dyndolod.info/Installation-Instructions, especially this:
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Remove old version first, do not unpack over old version. Always unpack into new and empty folder.

Expand  

I delect all files of DynDOLOD and reinstall the new version, the problem have been solved.

Thanks for help!

Posted

Hi sheson, I've got another problem. This one might be related to xlodgen since I had the same problem when I was using that, so I included the lodgen log file as well.

The issue is that some generated lod meshes are losing their vertex colors at lod8 and above. I have included examples. Both levels use the same nifs for these objects so it's not that. And you can see in the lodgen log that vertex colors are enabled for each level. https://ufile.io/f/rlvdr

I noticed I am now one version behind on DynDOLOD but I didn't see anything in the changelog that looks related to this issue. Let me know if you think trying again with alpha 89 may help.

Posted

I am having problems with the Legacy of the Dragonborn and Alpha-89. The guild house and its deck would disappear when I travel back to Solitude. Sometime from a distance, the guild house does appear but when I get close enough, it would disappear. I have been upgrading Dyndolod from one version to the next for the past four months and the problem seemed to be persistent. I do create clean saves between upgrades.  I would made the clean save in the player's home in Riften. After regenerating the texture files and the output files, I load the clean save and travel to Solitude. The guild house would then appear. If I load the clean save, go outside to activate Dyndolod, go back inside, save the game, quite the game, then reload the last save, the guild house would disappear. Can you please provide any help?  Do you need any more information?

 

DynDOLOD_SSE_Debug_log.txt: https://ufile.io/v15vfo7t

DynDOLOD_SSE_log.txt: https://ufile.io/qv556k4q

ScreenShot0.jpg

Posted
  On 5/7/2022 at 11:55 PM, pedxingx said:

I am having problems with the Legacy of the Dragonborn and Alpha-89. The guild house and its deck would disappear when I travel back to Solitude. Sometime from a distance, the guild house does appear but when I get close enough, it would disappear. I have been upgrading Dyndolod from one version to the next for the past four months and the problem seemed to be persistent. I do create clean saves between upgrades.  I would made the clean save in the player's home in Riften. After regenerating the texture files and the output files, I load the clean save and travel to Solitude. The guild house would then appear. If I load the clean save, go outside to activate Dyndolod, go back inside, save the game, quite the game, then reload the last save, the guild house would disappear. Can you please provide any help?  Do you need any more information?

 

DynDOLOD_SSE_Debug_log.txt: https://ufile.io/v15vfo7t

DynDOLOD_SSE_log.txt: https://ufile.io/qv556k4q

ScreenShot0.jpg

Expand  

My initial idea would be there was not enough time spend outside for all things to settle before you went inside again.

Have you tried what happens if you do this without the new DynDOLOD active? E.g. is the  guild house working properly with the clean save?
What happens if you do this in Whiterun instead?

Posted

I have tree billboards appearing within the WhiterunWorld cell while running the latest DynDOLOD 3 Alpha 89 (screenshot here to keep my post short). I'm using Perfecter Whiterun, Enhanced Vanilla Trees SE, and Happy Little Trees.

Letting xEdit load my entire mod list and selecting Perfecter Whiterun.esp to "Apply Filter for Conflicts" shows TreePineForest01 and TreePineForest01Dead have object bounds touched by Skyrim.esm, HappyLittleTrees.esp, and Enhanced Vanilla Trees SSE.esp.

Looking at the Worldspace changes, the only other mod with conflict is USSEP for WhiterunWorld, which the Perfecter Whiterun mod page states are intentional. It looks like it's simply DATA Position/Rotation coordinate changes. Looking at each of the placed objects, I can see under XESP - Enable Parent that it is set to PlayerRef (00000014), which seems to match the answer given in the sticky post on Perfecter Whiterun about those flags helping ensure they do not get LOD generated for them.

Posted
  On 5/7/2022 at 11:06 PM, Gamma_Metroid said:

Hi sheson, I've got another problem. This one might be related to xlodgen since I had the same problem when I was using that, so I included the lodgen log file as well.

The issue is that some generated lod meshes are losing their vertex colors at lod8 and above. I have included examples. Both levels use the same nifs for these objects so it's not that. And you can see in the lodgen log that vertex colors are enabled for each level. https://ufile.io/f/rlvdr

I noticed I am now one version behind on DynDOLOD but I didn't see anything in the changelog that looks related to this issue. Let me know if you think trying again with alpha 89 may help.

Expand  

Test how things turn with this version of LODGenx64.exe https://mega.nz/file/9cxUjLyT#Mh6aK_lVKCuQpNYmFghj3IgRNMXHb2W7nt0WcQLUseA

Posted
  On 5/8/2022 at 3:31 PM, ShawnTheGuitarist said:

I have tree billboards appearing within the WhiterunWorld cell while running the latest DynDOLOD 3 Alpha 89 (screenshot here to keep my post short). I'm using Perfecter Whiterun, Enhanced Vanilla Trees SE, and Happy Little Trees.

Letting xEdit load my entire mod list and selecting Perfecter Whiterun.esp to "Apply Filter for Conflicts" shows TreePineForest01 and TreePineForest01Dead have object bounds touched by Skyrim.esm, HappyLittleTrees.esp, and Enhanced Vanilla Trees SSE.esp.

Looking at the Worldspace changes, the only other mod with conflict is USSEP for WhiterunWorld, which the Perfecter Whiterun mod page states are intentional. It looks like it's simply DATA Position/Rotation coordinate changes. Looking at each of the placed objects, I can see under XESP - Enable Parent that it is set to PlayerRef (00000014), which seems to match the answer given in the sticky post on Perfecter Whiterun about those flags helping ensure they do not get LOD generated for them.

Expand  

See the first post which log and debug to upload when making posts. Always use the latest Alpha version.

DynDOLOD 3 Alpha is supposed to automatically detect trees added to the Tamriel worldspace in the areas of the walled cities and handle them automatically without having to set the enable parents in plugins or reference rules anymore. If the tree reference have enable parents set to player already then they should not have tree LOD anyhow.

What plugin is setting the enable parent for the tree in your load order for the tree from the screenshot though? When I check Perfecter Whiterun.esp  xx00401C in xEdit it doesn't have one. Though it should not need one with DynDOLOD 3 Alpha-89.

Posted
  On 5/8/2022 at 6:13 AM, sheson said:

My initial idea would be there was not enough time spend outside for all things to settle before you went inside again.

Have you tried what happens if you do this without the new DynDOLOD active? E.g. is the  guild house working properly with the clean save?
What happens if you do this in Whiterun instead?

Expand  

Thanks Sheson for responding to my issue.

If I deactivate DynDOLOD, the guild house will always appear.

I found simpler steps in making the guild house disappear. The guild house appears after loading the clean save. The guild house will disappear if I make another save after the clean save. It doesn't matter if the save is done indoors or outdoors, but it has to be done far away from the guild house.

I have the same problem from Whiterun.

Posted
  On 5/8/2022 at 5:16 PM, pedxingx said:

Thanks Sheson for responding to my issue.

If I deactivate DynDOLOD, the guild house will always appear.

I found simpler steps in making the guild house disappear. The guild house appears after loading the clean save. The guild house will disappear if I make another save after the clean save. It doesn't matter if the save is done indoors or outdoors, but it has to be done far away from the guild house.

I have the same problem from Whiterun.

Expand  

Can you test Dragonbridge, Morthal, Dawnstar? Maybe you can get a rough idea about the distance when it starts.

What are the SkyrimPrefs.INI [MAIN] fSkyCellRefFadeDistance and [LOD] fLODFadeOutMultSkyCell settings?

Copy/paste the line "reset": ...  from near the bottom in DynDOLOD output  skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.