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Posted
  On 9/8/2022 at 6:06 AM, TeostraAscend said:

First, I realize this sound absurd. Nothing in Occlusion.esp should be affecting NPC AI/Package. And yet, in my own testing, I find that the Occlusion.esp generated from DynDoLOD 3.0 Alpha is in fact preventing some Sandbox packages from working properly. 

Specifically, I have a Sandbox package on a few NPCs that targets a specific marker in an interior cell. Without Occlusion.esp enabled, this is exactly what happens when I load a new game. The NPC can be found chillin' in that cell.

But with Occlusion.esp enabled, the NPC will be frozen in their default reference location (in Tamriel worldspace).

I've tried to delete random records from Occlusion.esp just to see what's going on, and eventually, after deleting enough records, the NPC sandbox package worked as intended. But looking at those deleted records in xEdit, the only thing that got changed is the TVDT field. 

I have absolutely no explanation for why this happening, especially since I've used several iteration of DynDoLOD 3.0 without issue in the past. 

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Moved the post to the DynDOLOD 3 Alpha thread.

Read the first post which log and debug log to upload when making posts.

You make it sound like Occlusion.esp generated by DynDOLOD 3 Alpha might behave differently from Occlusion.esp generated by xLODGen.
In either case make sure that Occlusion.esp has been generated for the current load order. All the records in the  Occlusion.esp are copied from the plugins before it.

Occlusion.esp should not affect any interior cells. I would expect you have checked Occlusion.esp in xEdit if it modifies any of the affected interior cells. If it doesn't then the data in the Occlusion.esp should not really be the problem. 

This sounds more like an issue of exceeding plugin limit or other resource limits or something related to navmeshes (and/or flagging esp as esm)

Do proper elimination troubleshooting with binary searchMake a backup of plugin. Remove half the records. If problem goes away, restore backup, remove the other half of records. Repeat until only the data that causes the issue remains.

Posted (edited)
  On 9/8/2022 at 8:14 AM, sheson said:

I have never encountered models/textures causing large ref LOD not disabling. I also can not imagine how atm. In that case I would assume assets from a 3rd party mod (or vanilla assets have been changed in some way). If the problem went away, see if you can redo whatever might have caused it, maybe then you can narrow it down to something specific.

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It appears that the file that fixes the issue is lodsettings\arnimaduplicate003.lod. Taking all other files from Beyond Reach 4.51 but that one file from 4.6 the cell is no longer bugged. At least with this barebones setup, we shall see if this behaviour carries over to my full mod list.

By the way, with the 4.6 update TexGen aborts its execution with this error message:

  Reveal hidden contents

It seems the textures were relocated to textures\bscyrodiil\architecture\farmhouse in this update.

Edited by Blackread
Posted
  On 9/8/2022 at 10:06 AM, Blackread said:

It appears that the file that fixes the issue is lodsettings\arnimaduplicate003.lod. Taking all other files from Beyond Reach 4.51 but that one file from 4.6 the cell is no longer bugged. At least with this barebones setup, we shall see if this behaviour carries over to my full mod list.

By the way, with the 4.6 update TexGen aborts its execution with this error message:

  Reveal hidden contents

 

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Files still in BSA or any loose *.lod files?

Update ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_arnimaesm.txt to point to new location textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds

Posted

I added the line to the .ini file and updated MO2 since it was a bit outdated. This time I ran it, it just went and finished the process. Still half a million warnings, but it works.

 

Posted
  On 9/8/2022 at 10:19 AM, sheson said:

Files still in BSA or any loose *.lod files?

 Update ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_arnimaesm.txt to point to new location textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds

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The .lod files are still in the BSA. Not sure what has changed, but the CRC32 is different.

Thank you for the texture path fix, TexGen ran succesfully to completion.

Posted
  On 9/8/2022 at 11:11 AM, Blackread said:

The .lod files are still in the BSA. Not sure what has changed, but the CRC32 is different.

Thank you for the texture path fix, TexGen ran succesfully to completion.

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The "stride" changed from 256 to 128. It is basically the distance to add to lower left cell to how far away the top right cell is used for CK LOD generation AFAIK.

I never encountered it having any such effect in the game, no less on large references. No idea why I am not able to replicate either. There are not any noticeable INI settings either.

Posted
  On 9/8/2022 at 12:07 PM, sheson said:

The "stride" changed from 256 to 128. It is basically the distance to add to lower left cell to how far away the top right cell is used for CK LOD generation AFAIK.

I never encountered it having any such effect in the game, no less on large references. No idea why I am not able to replicate either. There are not any noticeable INI settings either.

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I honestly don't know. And now that I finally managed to regen my LODs it seems that even though the problem disappeared with just the mod itself loaded, it is still there with my full list. Maybe I'll get back to this later, but right now I'm feeling quite ready to give up.

Posted (edited)
  On 9/8/2022 at 4:56 PM, Blackread said:

I honestly don't know. And now that I finally managed to regen my LODs it seems that even though the problem disappeared with just the mod itself loaded, it is still there with my full list. Maybe I'll get back to this later, but right now I'm feeling quite ready to give up.

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Well, I did do two more quick tests after all:

Beyond Reach 4.6 overwritten with your plugin from 4.51 - bugged
Beyond Reach 4.6 where I generated large refs to arnimaduplicate003 with the script you gave me - bugged

So the only time the cell wasn't bugged was when I generated LODs with Beyond Reach 4.51 and then overwrote that one lod settings file with the one from 4.6. I think I'm just writing this off as unresolved.

Edit: I just noticed, the new script you gave me produces overwrites for the Tamriel worldspace too, how interesting.

Edited by Blackread
Posted
  On 9/8/2022 at 4:56 PM, Blackread said:

I honestly don't know. And now that I finally managed to regen my LODs it seems that even though the problem disappeared with just the mod itself loaded, it is still there with my full list. Maybe I'll get back to this later, but right now I'm feeling quite ready to give up.

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Then I suggest to continue looking at the plugins overwriting the  persistent cell I inquired about earlier. Check if any of those contain references in the affected cell.

Posted
  On 9/8/2022 at 6:12 PM, sheson said:

Then I suggest to continue looking at the plugins overwriting the  persistent cell I inquired about earlier. Check if any of those contain references in the affected cell.

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I forgot to mention, the two last tests I conducted were done with just the base game plugins and arnima.esm active.

But I checked anyway, the only plugins to edit or add anything in that cell are DynDOLOD.esp which adds those tundra stream LOD objects and DynDOLOD.esm which adds an activator.

Posted
  On 9/8/2022 at 6:38 PM, Blackread said:

I forgot to mention, the two last tests I conducted were done with just the base game plugins and arnima.esm active.

But I checked anyway, the only plugins to edit or add anything in that cell are DynDOLOD.esp which adds those tundra stream LOD objects and DynDOLOD.esm which adds an activator.

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Test what happens without the DynDOLOD plugins but the LOD meshes still active.

Posted (edited)

Hello, I have a problem with grass LOD. I am using Veydogolt - Grass and Land Overhaul and have followed the SkyrimSE:Grass LOD Guide - Step Mods. Sadly, it looks just wrong, regardless of density setting in DynDOLOD and in every area of the world with grass. Do you have any idea why it looks like that?

Screenshots:

https://ufile.io/f/yo0ws

Logs:

https://ufile.io/f/eai09

 

 

Edited by Akidson

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