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Posted
  On 1/18/2023 at 7:26 AM, sheson said:

What is the actual mod the plugin is from?

Deleting base record is "fine". It is not supposed to cause any issues either way. Let me know if the process runs through without the plugin as a troubleshooting step only, so I can try to replicate the issue.

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Honestly, idek, it ran smoothly without this .esp. I've attached the esp in case you'd like it.

Snow and Ice Removal.espFetching info...

Posted

Using dyndolod 3.0 alpha 111, newest resources and 3.0 NG DLL, and it doesn't work for 1.5.97 version of the game, says something about wrong papyrus script - i just got this after generating new lod from scratch, clean save. 

Posted
  On 1/18/2023 at 3:28 PM, RainingTacco said:

Using dyndolod 3.0 alpha 111, newest resources and 3.0 NG DLL, and it doesn't work for 1.5.97 version of the game, says something about wrong papyrus script - i just got this after generating new lod from scratch, clean save. 

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

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
DynDOLOD DLL NG and Scripts 3.00 Alpha-2 (Mega) overwrite DynDOLOD Resources SE, do not install older versions of DynDOLOD DLL or the papyrus scripts

Posted (edited)

I had no old scripts and old dll installed - i thought it was clear from my post, i didnt even get the workaround menu when i ran dyndolod64.exe tool from MO2, which already was weird to me. Looked at dyndolod_sse.ini and the workaround toggle was deprecated, so it should be in the menu, but there wasn't. Something doesn't work right.

Anyway i reverted back to original version and it works fine, suck that i wasted hour of my life.

Edited by RainingTacco
Posted

I will wait until largereferencebugfix and NG version come out of "deep alpha extremely experimental" and become a standard part of dyndolod suite. Until that day, the separation of this stuff, and the ensuing bugs are too confusing and time wasting for me to dabble. Are there any ETA on when the NG/largereferencebugfix version will become a part of main stuff?

Posted
  On 1/18/2023 at 4:45 PM, RainingTacco said:

I had no scripts installed, i didnt even get the workaround menu when i ran dyndolod64.exe tool from MO2, which already was weird to me. Looked at dyndolod_sse.ini and the workaround toggle was deprecated, so it should be in the menu, but there wasn't. Something doesn't work right.

Anyway i reverted back to original version and it works fine, suck that i wasted hour of my life.

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Read this entire page https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds.

Do not install the DynDOLOD DLL NG and its scripts if you do intent to enable the large reference workarounds.

Posted
  On 1/18/2023 at 4:49 PM, RainingTacco said:

I will wait until largereferencebugfix and NG version come out of "deep alpha extremely experimental" and become a standard part of dyndolod suite. Until that day, the separation of this stuff, and the ensuing bugs are too confusing and time wasting for me to dabble. Are there any ETA on when the NG/largereferencebugfix version will become a part of main stuff?

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What bugs?

Posted
  On 1/18/2023 at 4:49 PM, sheson said:

Read this entire page https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds.

Do not install the DynDOLOD DLL NG and its scripts if you do intent to enable the large reference workarounds.

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I've did everything as the site tell. Installed Dyndolod DLL NG, and its resources. Ran dyndolod, there was nowhere "large reference workaround" option to tick, and in the dyndolod_sse.ini the option said it was deprecated and to be toggle in the menu, just as the website says. Problem that there was no such option in the menu... 

I've used the new scripts before and i remember having this option, therefore i was suprised it vanished. Something must be bugged. 

Posted
  On 1/18/2023 at 4:57 PM, RainingTacco said:

 

I've did everything as the site tell. Installed Dyndolod DLL NG, and its resources. Ran dyndolod, there was nowhere "large reference workaround" option to tick, and in the dyndolod_sse.ini the option said it was deprecated and to be toggle in the menu, just as the website says. Problem that there was no such option in the menu... 

I've used the new scripts before and i remember having this option, therefore i was suprised it vanished. Something must be bugged. 

Expand  

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

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
For the large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. See the Prerequisites section of the Generation Instructions for more.
When DynDOLOD is started, a log message will notify if the large reference bugs workarounds are enabled, for example:
Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

Posted (edited)

I'm having a huge issue with Alpha 111. I am able to process Texgen, but it now takes 1 hour and 17 minutes, versus 20min before I added parallax to the game. 

Texgen completes without errors. 

DynDOLOD on the other hand, lists missing meshes and textures from Beyond Reach and Beyond Skyrim - Bruma (arnima worlds and bsheartland/cyrodill respectively), as well as NiNode Root Blocks on QW's Grass Patch 2 found on nexusmods. 

I cannot get these textures or meshes because they simply don't exist on the mod author's respective pages. 

I run it anyway. DynDOLOD proceeds to generate Object LOD textures as normal, but it moves a grueling pace. It takes around 45 minutes to process all records and begin Object LOD for Tamriel, and then it takes around an hour for the basic Object LOD textures to compile before it tries to begin the Tamriel world itself. 

This would be perfectly fine, except I have spent two nights now just letting DynDOLOD run, separately, once per night, and each time it will freeze around the 3hr mark, sometimes at the 5hr mark. 

I have deleted all DynDOLOD output each time, but I cannot provide the logs because I have uninstalled this version. 

Do you recommend I try regenerating a grass cache, DynDOLOD mode = 0, with DynDOLOD 2.98 instead? 

 

System specs: 

5700X

7900XT

32GB 3600MHz RAM

20GB-40GB page file.

Edited by PhxFuryKnight
Posted
  On 1/19/2023 at 4:44 AM, PhxFuryKnight said:

I have deleted all DynDOLOD output each time, but I cannot provide the logs because I have uninstalled this version. 

Do you recommend I try regenerating a grass cache, DynDOLOD mode = 0, with DynDOLOD 2.98 instead?

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Posting logs actually helps to resolve issues. That's kinda the whole point of this topic. See the OP.

Posted
  On 1/19/2023 at 4:44 AM, PhxFuryKnight said:

I'm having a huge issue with Alpha 111. I am able to process Texgen, but it now takes 1 hour and 17 minutes, versus 20min before I added parallax to the game. 

Texgen completes without errors. 

DynDOLOD on the other hand, lists missing meshes and textures from Beyond Reach and Beyond Skyrim - Bruma (arnima worlds and bsheartland/cyrodill respectively), as well as NiNode Root Blocks on QW's Grass Patch 2 found on nexusmods. 

I cannot get these textures or meshes because they simply don't exist on the mod author's respective pages. 

I run it anyway. DynDOLOD proceeds to generate Object LOD textures as normal, but it moves a grueling pace. It takes around 45 minutes to process all records and begin Object LOD for Tamriel, and then it takes around an hour for the basic Object LOD textures to compile before it tries to begin the Tamriel world itself. 

This would be perfectly fine, except I have spent two nights now just letting DynDOLOD run, separately, once per night, and each time it will freeze around the 3hr mark, sometimes at the 5hr mark. 

I have deleted all DynDOLOD output each time, but I cannot provide the logs because I have uninstalled this version. 

Do you recommend I try regenerating a grass cache, DynDOLOD mode = 0, with DynDOLOD 2.98 instead? 

 

System specs: 

5700X

7900XT

32GB 3600MHz RAM

20GB-40GB page file.

Expand  

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

https://dyndolod.info/FAQ "Long running time or output several GB in file size"
Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.

Posted
  On 10/8/2022 at 6:34 AM, sheson said:

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

Make sure the OS, UAC, anti vir or some other 3rd party crap ware is not preventing TexConv from running. Install latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017, 2019, and 2022

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I am having this same issue. I have already re-run xLOD gen for terrain meshes and textures. Is there a way to troubleshoot exactly which mesh file is supposedly broken?

  On 1/19/2023 at 7:41 PM, stein03 said:

I am having this same issue. I have already re-run xLOD gen for terrain meshes and textures. Is there a way to troubleshoot exactly which mesh file is supposedly broken?

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I'm sorry, I think this was attached to the wrong thread.

  On 10/8/2022 at 6:52 AM, sheson said:

Moved to the DynDOLOD 3 alpha thread.

The cause is explained in the message. "Broken Tamriel terrain LOD meshes detected." and "Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues" - You have installed a mod that contains broken terrain LOD meshes.

How to resolve it is explained in the message. "Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes" - Remove the broken terran LOD meshes or generate valid ones with xLODGen.

As explained in the first post, click the link "Click on this link for additional explanations and help for this message" to open additional help.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes.

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I have this same issue; newly updated to alpha 111 from alpha 73. I have already generated terrain meshes/textures with xLODgen as well as billboards with TexGen. Is there a way to debug the supposedly broken mesh?

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