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Posted
  On 9/6/2023 at 10:04 AM, sheson said:

Enable parents need to be persistent. So one can not just blindly add the source references as enable parent without overwriting them and making them persistent - something to avoid at all cost

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Yes, agreed. But I think it works out perfectly. A non-persistent reference used by a separate script is an anachronism. It's not safe. I believe CK enforces persistence of references used as script properties. If a mod uses a non-persistent reference in a script, that mod is already bugged, with or without DynDOLOD.

If there are non-persistent initially disabled references, it's probably because the mod author doesn't care or know about properly UDR'ing them, but they're actually never used/enabled by a script. In such a case, xEdit shows that the temporary reference is not referenced by anything else. In which case, they don't really need dynamic LOD.

--

I noticed I had some dynamic Parent > Child copies in Whiterunworld cell 4,-1 even though it is navmeshed. Then I noticed that NoCellsWithNAVM=0 in DynDOLOD_SSE_childworld_WhiterunWorld.ini. It's completely fine, I just want to confirm this is intended, as all other cities have NoCellsWithNAVM=1.

Thanks.

Posted
  On 9/6/2023 at 12:12 PM, Mousetick said:

Yes, agreed. But I think it works out perfectly. A non-persistent reference used by a separate script is an anachronism. It's not safe. I believe CK enforces persistence of references used as script properties. If a mod uses a non-persistent reference in a script, that mod is already bugged, with or without DynDOLOD.

If there are non-persistent initially disabled references, it's probably because the mod author doesn't care or know about properly UDR'ing them, but they're actually never used/enabled by a script. In such a case, xEdit shows that the temporary reference is not referenced by anything else. In which case, they don't really need dynamic LOD.

--

I noticed I had some dynamic Parent > Child copies in Whiterunworld cell 4,-1 even though it is navmeshed. Then I noticed that NoCellsWithNAVM=0 in DynDOLOD_SSE_childworld_WhiterunWorld.ini. It's completely fine, I just want to confirm this is intended, as all other cities have NoCellsWithNAVM=1.

Thanks.

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It is intended because the cell/area right outside the maingate would otherwise not have copies for the drawbridge etc.

Posted
  On 9/6/2023 at 1:18 PM, redshift87 said:

Hey there! I got the exact same Invalid Argument error on an Immersive College of Winterhold cell that JakoJako had a few pages back. I'm on the most recent alpha and resources version, have tried a few times now and always get the error. Attaching my log and debug file (did not see a bug report file):

https://www.dropbox.com/scl/fi/0ntgiat8csv9y09tqxwto/logs.7z?rlkey=yd7uxsi3rmb0x49whd9mjixcc&dl=0

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Your DynDOLOD log show two generations. The first one worked. Can you tell what changed? They seem to have the same exact same plugin list and order.

Does it work with this test version? https://mega.nz/file/VYhQ3SqQ#wLIhiHVcYxN_m8Rw0xmBAAidLG0TlIJXLKl4fV4-pFQ
If not upload new log and debug please

Posted
  On 9/6/2023 at 2:38 PM, sheson said:

Your DynDOLOD log show two generations. The first one worked. Can you tell what changed? They seem to have the same exact same plugin list and order.

Does it work with this test version? https://mega.nz/file/VYhQ3SqQ#wLIhiHVcYxN_m8Rw0xmBAAidLG0TlIJXLKl4fV4-pFQ
If not upload new log and debug please

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After the very first run, I added my personal custom rules (mostly for mods that don't have LOD objects like Eli's Skaal Village and to remove LOD for a few plants I don't care to see). I'll include my preset file that has those custom rules just in case it's helpful. I have been using those same rules for quite awhile now.

Tried again with the new .exe you provided and got a range check error this time. Oddly, my log file did not update but debug file did:

https://www.dropbox.com/scl/fi/xq3q5yjfop0ms7shsb5ob/logs2.7z?rlkey=o3rrmoxduds0z3tmc9nv2g9vg&dl=0

Posted

DynDOLOD 3a143 Test version for Parent > Child copies of references with dynamic LOD

I've completed my testing. Here's an updated checklist with some corrections to markers I got wrong the first time, and my annotations on the results:

  Reveal hidden contents

Remarks:

  • I had to disable collision to climb above walls or buildings for most of the verifications but always stayed within the city bounds.
  • For Markarth, it appears Parent > Child copies of dynamic references were made even though ScanParent=0 in DynDOLOD_SSE_childworld_MarkarthWorld.ini. This allowed me to test them, but the fact they were made seems like a bug?
  • Beside checking the references with enable parent above, I looked around the periphery of cities and everything looked OK. I didn't find anything visually broken.
  • I think I'm going to switch to NoCellsWithNAVM=0 for Riften next time, to get more trees directly behind the walls and fix the view towards the docks from the canal.
  • I found a small issue with a Cutting Room Floor house copy (object LOD, not dynamic LOD) in Whiterun but I need to investigate more before I can report the problem.

Next steps:

  • I'm going to regenerate the plugins with the update you uploaded this morning, and take a look at the initially disabled references.
Posted
  On 9/6/2023 at 4:49 PM, Mousetick said:
  • For Markarth, it appears Parent > Child copies of dynamic references were made even though ScanParent=0 in DynDOLOD_SSE_childworld_MarkarthWorld.ini. This allowed me to test them, but the fact they were made seems like a bug?
Expand  

Upload the log and debug log to properly report the supposed bug.

Posted
  On 9/6/2023 at 4:49 PM, Mousetick said:

I found a small issue with a Cutting Room Floor house copy (object LOD, not dynamic LOD) in Whiterun but I need to investigate more before I can report the problem

Expand  

So it's not really a DynDOLOD problem:

  • The house in question is located in Whiterun exterior (Tamriel).
  • It uses WRHouseWind01 [STAT:0003CDE3] as the base model, and WRDragonDoor01 [DOOR:000252C7] for its door. Both of which are normally found only inside Whiterun.
  • WRHouseWind01 [STAT:0003CDE3] has LOD but WRDragonDoor01 [DOOR:000252C7] doesn't.
  • So Parent > Child results in the house being copied to WhiterunWorld, but not the door.

image.jpegimage.jpegimage.jpeg

I guess one solution could be: Add a rule to give LOD to WRDragonDoor01 [DOOR:000252C7] but I'm worried the door LOD could clash with DynDOLOD Resources' LOD model for WRHouseWind01 [STAT:0003CDE3], which already has the door built-in.

 image.png

wrhousewind01_lod_0.nif

Posted
  On 9/6/2023 at 4:08 PM, redshift87 said:

After the very first run, I added my personal custom rules (mostly for mods that don't have LOD objects like Eli's Skaal Village and to remove LOD for a few plants I don't care to see). I'll include my preset file that has those custom rules just in case it's helpful. I have been using those same rules for quite awhile now.

Tried again with the new .exe you provided and got a range check error this time. Oddly, my log file did not update but debug file did:

https://www.dropbox.com/scl/fi/xq3q5yjfop0ms7shsb5ob/logs2.7z?rlkey=o3rrmoxduds0z3tmc9nv2g9vg&dl=0

Expand  

Check if this test version runs through https://mega.nz/file/VI5TVDCS#r8EsTQqlIQ_8_3O5XdTrpv2lYbiOnBdD2tBINSEKfT4
If not upload new log, debug log and bugreport.txt  if it exists.

Posted
  On 9/7/2023 at 3:15 AM, Mousetick said:

Over there: https://drive.google.com/file/d/1HBzSJ56QkptARN150kduGita9awnWx77/view

Attempting to run the latest test version uploaded to Mega produces a Range Check exception. Logs: https://drive.google.com/file/d/1TeIv02YR4GZGDV1uydPJL2d_03fuvRYZ/view

Expand  

This test version should fix scanning Markarth with ScanParent=0 https://mega.nz/file/VI5TVDCS#r8EsTQqlIQ_8_3O5XdTrpv2lYbiOnBdD2tBINSEKfT4

Is the range error 100% repeatable?

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