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Posted
  On 4/28/2023 at 2:35 PM, Asedael said:

Getting an error "Error: Error while loading images from memory". Did a clean reinstall of drivers as suggested in FAQ, still getting this error.

 

Here is the logs.

https://drive.google.com/drive/folders/1STd5teEa6Rkb4r-5QtRFfxuwC1i-9aGc?usp=share_link

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https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Posted
  On 4/28/2023 at 2:48 PM, sheson said:

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

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Welp, i'm an idiot. For some reason DynDOLOD in MO2 switched to x86 version...

Sorry to bother you with this.

Posted (edited)
  On 4/28/2023 at 10:39 AM, sheson said:

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

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Unfortunately that did not help and so I just deleted the landscape record completely.

  On 4/28/2023 at 2:11 PM, sheson said:

The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods.
Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them.

https://dyndolod.info/FAQ "Something does not have LOD"
In particular make sure those tree have 3D tree LOD models/billboards discovered.
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.

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Oh, alright, I thought because the plugins got saved everything was ok. Just did another run without getting an error -> Alpha 125 is working correctly as far as it looks now.

Edited by PRieST
Posted (edited)

Good evening

Just had a quick question. I downloaded the latest version of DynDOLOD yesterday and I was going to run it with my new tree setup. In order to have the trees inside Whiterun show from outside, I went to edit the ChildWorlds section to remove the trees from the ignore list and found that the entire ChildWorlds section is missing from the DynDOLOD_SSE.ini. Is that normal? If so, what would be the process to have the tree lods inside the city show from outside?

I tried to copy / paste the section manually from an old ini file I have but the lods dont show up.

Thanks

 

Edit : Nevermind. I checked the changelog and and found that the info was moved to a different ini file in the config folder.

Edited by LordIceWolf
Posted

Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/

If someone can help me i would be very grateful!

DynDOLOD_SSE_log.txtFetching info...

Posted
  On 4/30/2023 at 1:08 AM, Meisterbauer said:

Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/

If someone can help me i would be very grateful!

DynDOLOD_SSE_log.txt 1.95 MB · 1 download

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Moved to the DynDOLOD 3 alpha thread. Read the first post which debug log and bugreport.txt if it exists to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Posted

Thanks for the huge update Sheson. I didn't do a direct comparison but the scenery outside Whiterun walls seemed much more detailed than what I remembered. Small problem though: DynDOLOD added some misplaced and duplicated waterfalls outside the city, as shown in the video: https://anonfiles.com/se45w3o3z5/Skyrim_Special_Edition_2023_04_30_19_26_52_mp4

FYI I use the Whiterun Exterior patch, Water for ENB and Natural Waterfalls, and I deleted all the waterfall lod files in WENB, as per the instruction on the DynDOLOD website (I don't think it matters in this case, still clarifying though). It seems the duplicate waterfalls are WENB ones.

Logs: https://anonfiles.com/H767w6odz5/Logs0430_rar

Also a small question about rules: the DynDOLOD website states that Rules at the top match before rules at bottom. Am I correct to assume that this means in case of conflict, rules higher up would overwrite/take precedence over those placed lower? If so, this should mean user-added custom rules are better placed at the top, right?

Posted
  On 4/30/2023 at 11:57 AM, heheloveer said:

Thanks for the huge update Sheson. I didn't do a direct comparison but the scenery outside Whiterun walls seemed much more detailed than what I remembered. Small problem though: DynDOLOD added some misplaced and duplicated waterfalls outside the city, as shown in the video: https://anonfiles.com/se45w3o3z5/Skyrim_Special_Edition_2023_04_30_19_26_52_mp4

FYI I use the Whiterun Exterior patch, Water for ENB and Natural Waterfalls, and I deleted all the waterfall lod files in WENB, as per the instruction on the DynDOLOD website (I don't think it matters in this case, still clarifying though). It seems the duplicate waterfalls are WENB ones.

Logs: https://anonfiles.com/H767w6odz5/Logs0430_rar

Also a small question about rules: the DynDOLOD website states that Rules at the top match before rules at bottom. Am I correct to assume that this means in case of conflict, rules higher up would overwrite/take precedence over those placed lower? If so, this should mean user-added custom rules are better placed at the top, right?

Expand  

Do not install the Whiterun Exterior patch if it conflicts with other mods. For example, "natural" waterfalls disables vanilla waterfalls and adds new waterfall references. The exterior patch is for the vanilla game and vanilla waterfalls.

Generate without the patch and check things look OK then.

I would prefer screenshots instead video https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
The order of rules matters. Rules at the top match before rules at bottom. Reference Form ID rules always take precedence over Mesh Mask rules which target base records.

Posted
  On 4/30/2023 at 1:17 PM, sheson said:

Do not install the Whiterun Exterior patch if it conflicts with other mods. For example, "natural" waterfalls disables vanilla waterfalls and adds new waterfall references. The exterior patch is for the vanilla game and vanilla waterfalls.

Generate without the patch and check things look OK then.

I would prefer screenshots instead video https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
The order of rules matters. Rules at the top match before rules at bottom. Reference Form ID rules always take precedence over Mesh Mask rules which target base records.

Expand  

Redid DynDOLOD without the exterior patch and they are still there. Screenshot of the console information on one of the duplicate waterfalls. There are a few sets of these vanilla waterfalls in the area, together with the waterfalls from Natural Waterfalls. Most of them are obviously misplaced but one set (furthest from the camera) is in the correct place, covering the ones from Natural Waterfalls behind it. I think that's probably a bug related to the new "copy large references from parent world to child world" feature, since these references are apparently added by it. I should also mention that I used WENB/Natural Waterfalls/Whiterun Exterior Patch combo while running version 122 and didn't have this problem. This further proves my point.

enb2023_4_30_23_27_27.thumb.jpg.67296841ff4990c89a5a10ef790c1481.jpg

Logs of the new generation, though I don't think it'll differ too much from the previous ones: https://anonfiles.com/0cabz0oezc/Logs0430_No_2_rar

Regarding rules, I mentioned the exact same line you quoted in my question, I was just not sure if I was interpreting it correctly. Since you didn't say I thought wrong, I'll just assume that I assumed right.

Posted
  On 4/30/2023 at 3:43 PM, heheloveer said:

Redid DynDOLOD without the exterior patch and they are still there. Screenshot of the console information on one of the duplicate waterfalls. There are a few sets of these vanilla waterfalls in the area, together with the waterfalls from Natural Waterfalls. Most of them are obviously misplaced but one set (furthest from the camera) is in the correct place, covering the ones from Natural Waterfalls behind it. I think that's probably a bug related to the new "copy large references from parent world to child world" feature, since these references are apparently added by it. I should also mention that I used WENB/Natural Waterfalls/Whiterun Exterior Patch combo while running version 122 and didn't have this problem. This further proves my point.

enb2023_4_30_23_27_27.thumb.jpg.67296841ff4990c89a5a10ef790c1481.jpg

Logs of the new generation, though I don't think it'll differ too much from the previous ones: https://anonfiles.com/0cabz0oezc/Logs0430_No_2_rar

Regarding rules, I mentioned the exact same line you quoted in my question, I was just not sure if I was interpreting it correctly. Since you didn't say I thought wrong, I'll just assume that I assumed right.

Expand  

Thanks.

Generate with Alpha-126. That should fix that. If that works without the Whiterun Exterior patch, you can then try enabling the patch again.

Make close observation of close by objects right beyond the wall, like farm, windmill buildings if the patch is necessary or not.

Posted
  On 4/30/2023 at 5:14 PM, sheson said:

Thanks.

Generate with Alpha-126. That should fix that. If that works without the Whiterun Exterior patch, you can then try enabling the patch again.

Make close observation of close by objects right beyond the wall, like farm, windmill buildings if the patch is necessary or not.

Expand  

Always happy to help. I'll test with the new version when it's daytime where I am.

Speaking of which, before version 123 I'm pretty sure not having the Exterior Patch could result in some pretty "interesting" visuals, like windmill fans spinning in midair without the windmills themselves. Obviously the windmills were only added by the Exterior Patch but why would the fans be there still? My best guess is that the fans were dynamic lods, but I have to say I have no idea how DynDOLOD treats dynamic lods when it comes to child worldspaces. Now with the newer versions it seems the windmills are there whether or not Exterior Patch is used. In fact I didn't notice any difference at a glance, though I'm not sure if I could really do a super extensive comparison. Could this mean that the Exterior Patches are redundant when Large Reference Bugs Workarounds are applied? Getting rid of them could be beneficial since the two bridges added by Whiterun Exterior Patch conflict with Northern Roads which I use, and I had to delete those references in xEdit every time I reran DynDOLOD.

Posted
  On 4/30/2023 at 6:01 PM, heheloveer said:

Always happy to help. I'll test with the new version when it's daytime where I am.

Speaking of which, before version 123 I'm pretty sure not having the Exterior Patch could result in some pretty "interesting" visuals, like windmill fans spinning in midair without the windmills themselves. Obviously the windmills were only added by the Exterior Patch but why would the fans be there still? My best guess is that the fans were dynamic lods, but I have to say I have no idea how DynDOLOD treats dynamic lods when it comes to child worldspaces. Now with the newer versions it seems the windmills are there whether or not Exterior Patch is used. In fact I didn't notice any difference at a glance, though I'm not sure if I could really do a super extensive comparison. Could this mean that the Exterior Patches are redundant when Large Reference Bugs Workarounds are applied? Getting rid of them could be beneficial since the two bridges added by Whiterun Exterior Patch conflict with Northern Roads which I use, and I had to delete those references in xEdit every time I reran DynDOLOD.

Expand  

Windmill fans are dynamic LOD objects that replace the original references so that the same reference is used for LOD and also shows in active cells. LOD from the parent also shows in childworlds that use the parent world for LOD. For windmill fans that also means active childworld cells just the same as it does for the parent world.

If the large reference copying for the large reference workarounds happens to also automatically creates copies for the windmill and other buildings that patch manually adds, then don't bother with the patch to avoid conflicts.

In case the patch is still needed for something, do not edit the generated plugins. Instead edit the patch in the ..\Data\DynDOLOD folder by removing unwanted lines. Copy the patch file to a new mod so it overwrites the patch file in DynDOLOD Resources, then you never have to bother about it again.

To find which line to remove look at the editor ID of a reference added by the patch, for example:

whiterunexterior_tamrielpatch_00000D_DynDOLOD_PATCH_DynDOLOD_NOLOD

Take note of the highlighted hex line counter: 00000D = line #13. The first non commented // line is #0. e.g. overwrite=skyrim.esm;0001a279,XCLW=-4700.000000

So the 13th line to remove from WhiterunExterior_Tamriel.patch would be:
overwrite=skyrim.esm;000e8ecb,REFR=new,EDID=NOLOD,NAME=skyrim.esm;00022468,DATA\Position\X=34320.523437,DATA\Position\Y=-14425.012695,DATA\Position\Z=-4481.890137,DATA\Rotation\X=359.9769,DATA\Rotation\Y=359.4513,DATA\Rotation\Z=183.5520

You can use the base record (NAME=skyrim.esm;00022468) and position to doublecheck you got the right line.

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