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Posted
  On 9/9/2023 at 5:39 PM, sheson said:

The DynDOLOD.ini and TexGen.ini are really only used to store the last window position.

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Im talking about Dyndolod_SSE.ini and a shitton of other inis for custom worldspaces and other. Now i just dont copy dyndolod_sse.ini and rules folder if i upgrade to new version, but it would be nice to just have dedicated folder for that in the forefront, ie. main folder alongside DYNDOLOD folder.

Posted (edited)

I tried alpha 145 with Majestic mountains complex material LOD and grass on 100 the first time. I got 3 fps when standing infront of Dragonsreach looking outside. Im generating again now with grass on 60, if its also terrible i will compare to alpha 142. Its also takin 1:50 to generate 

Edited by Hardwehr
Posted
  On 9/11/2023 at 2:44 PM, RainingTacco said:

Im talking about Dyndolod_SSE.ini and a shitton of other inis for custom worldspaces and other. Now i just dont copy dyndolod_sse.ini and rules folder if i upgrade to new version, but it would be nice to just have dedicated folder for that in the forefront, ie. main folder alongside DYNDOLOD folder.

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In the original post you wrote DynDOLOD.INI. 

https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin
Rules shipping with DynDOLOD are in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\. In addition DynDOLOD first searches for matching rule files in the game data folder ..\DynDOLOD\. This way a mod author can package rule files directly with a mod. Rules found in the game data folder ..\DynDOLOD\ supersede rule files found in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\ with the same filename.

https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen
TexGen uses simple text files to build LOD textures from existing full resolution single textures. Text files shipping with DynDOLOD are in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_TexGen_*.txt. In addition TexGen first searches for matching text files in the game data folder ..\DynDOLOD\. This way a mod author can package text files directly with a mod. Files found in the game data folder ..\DynDOLOD\ supersede rules found in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\ with the same filename.

For the [DynDOLOD|TexGen]_[GAME MODE].INI this works different. First the settings from the INI in the ..\DynDOLOD\Edit Scripts\DynDOLOD\ folder are read and then replaced by whatever settings are found in an INI with the same filename name in the game ..\Data\DynDOLOD\ folder. So that INI should only contain the setting you changed, for example just
[DynDOLOD]
Level32=1

Posted
  On 9/11/2023 at 2:59 PM, Hardwehr said:

I tried alpha 145 with Majestic mountains complex material LOD and grass on 100 the first time. I got 3 fps when standing infront of Dragonsreach looking outside. Im generating again now with grass on 60, if its also terrible i will compare to alpha 142. Its also takin 1:50 to generate 

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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts.

Read the https://dyndolod.info/Changelog to learn what changed in recent version.

There were no changes how object LOD / grass LOD is being generated. It should still be the same.

https://dyndolod.info/FAQ#Performancehttps://dyndolod.info/Help/Grass-LOD#Performancehttps://dyndolod.info/Help/Performance

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

Let me know what if this test version runs trough https://mega.nz/file/8RQkDBLI#5fY4I_wykMopNsfknhVXj8izMQ9nKEPi8cLTWyox4sk

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It did run through and completed successfully. However checking DynDOLOD.esp for errors in xEdit finds a bunch (77 to be precise) of

[00:01] [REFR:26271D9B] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:01]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP

errors. They're all persistent references. There is no EDID. They all look like this:

image.png

Full list:

  Reveal hidden contents

Full logs: https://drive.google.com/file/d/17CqYSy56n5oUqpsKd6W0XWxh4BlsjLxJ/view

Thanks.

  On 9/11/2023 at 3:35 PM, Mousetick said:

However checking DynDOLOD.esp for errors in xEdit finds a bunch (77 to be precise) of

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I went back and checked DynDOLOD.esp I kept from previous versions:

  • Alpha 134: No errors.
  • Alpha 140: Same errors.
Posted
  On 9/11/2023 at 3:44 PM, Mousetick said:

It did run through and completed successfully. However checking DynDOLOD.esp for errors in xEdit finds a bunch (77 to be precise) of

[00:01] [REFR:26271D9B] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:01]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP

errors. They're all persistent references. There is no EDID. They all look like this:

image.png

Full list:

  Reveal hidden contents

Full logs: https://drive.google.com/file/d/17CqYSy56n5oUqpsKd6W0XWxh4BlsjLxJ/view

Thanks.

I went back and checked DynDOLOD.esp I kept from previous versions:

  • Alpha 134: No errors.
  • Alpha 140: Same errors.
Expand  

I can not find the form IDs from the error check in the debug log you uploaded. Can you error check the esp for errors for which you uploaded the debug and give a few form ids that have that error?

Posted
  On 8/7/2023 at 11:38 AM, sheson said:

The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

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HI Sheson, just a quick question regarding the Whiterun/Solitude Exterior patch files in older DynDOLOD Resources: https://dyndolod.info/Help/Child-Parent-Worldspace-Copies

I've downloaded and installed the patch and I understand that it should not be used together with the new "parent to child wordlspace" but what about the "child > parent"- option? I guess I should use that together wtih the old patch since the description says this: 

"The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The copied reference usually uses the LOD model similar to the vanilla game."

Posted
  On 9/11/2023 at 3:54 PM, sheson said:

I can not find the form IDs from the error check in the debug log you uploaded. Can you error check the esp for errors for which you uploaded the debug and give a few form ids that have that error?

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The debug log I uploaded is from the exact same session that generated the DynDOLOD.esp I checked in xEdit. I was hoping the log would contain some hints. But if there are none, there isn't much more I can do :(

 

  On 9/11/2023 at 3:54 PM, sheson said:

I can not find the form IDs from the error check in the debug log you uploaded. Can you error check the esp for errors for which you uploaded the debug and give a few form ids that have that error?

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Perhaps another way to trace these phantom references would be to search for the form ids of valid references that precede or follow them. For example:

buvarpsereesp_001326_Tamriel_DynDOLOD_OBJECT [REFR:26271D9A] (places WalkwayStairs4_DynDOLOD_BASE [STAT:2409C83A]
[REFR:26271D9B] (places NULL - Null Reference [00000000]
[REFR:26271D9C] (places NULL - Null Reference [00000000]
[REFR:26271D9D] (places NULL - Null Reference [00000000]
[REFR:26271D9E] (places NULL - Null Reference [00000000]
legacyofthedragonbornv5esm_13DC20_Tamriel_DynDOLOD_OBJECT [REFR:26271D9F] (places _DA_Dock_ScaffoldBase4Sided2_DynDOLOD_BASE [STAT:2409CA07])
[... and so on ...]

Hope this helps.

Posted
  On 9/11/2023 at 4:16 PM, TheDude said:

HI Sheson, just a quick question regarding the Whiterun/Solitude Exterior patch files in older DynDOLOD Resources: https://dyndolod.info/Help/Child-Parent-Worldspace-Copies

I've downloaded and installed the patch and I understand that it should not be used together with the new "parent to child wordlspace" but what about the "child > parent"- option? I guess I should use that together wtih the old patch since the description says this: 

"The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The copied reference usually uses the LOD model similar to the vanilla game."

Expand  

The documentation explains the things that need and/or can be done. The documentation does not explain the million things that do not need to be done or can not be done.

There is no instruction to disable it, which means it does not need to be disabled. The feature is irrelevant to how parent to child world copies work.

Posted
  On 9/11/2023 at 4:18 PM, Mousetick said:

The debug log I uploaded is from the exact same session that generated the DynDOLOD.esp I checked in xEdit. I was hoping the log would contain some hints. But if there are none, there isn't much more I can do :(

 

Perhaps another way to trace these phantom references would be to search for the form ids of valid references that precede or follow them. For example:

buvarpsereesp_001326_Tamriel_DynDOLOD_OBJECT [REFR:26271D9A] (places WalkwayStairs4_DynDOLOD_BASE [STAT:2409C83A]
[REFR:26271D9B] (places NULL - Null Reference [00000000]
[REFR:26271D9C] (places NULL - Null Reference [00000000]
[REFR:26271D9D] (places NULL - Null Reference [00000000]
[REFR:26271D9E] (places NULL - Null Reference [00000000]
legacyofthedragonbornv5esm_13DC20_Tamriel_DynDOLOD_OBJECT [REFR:26271D9F] (places _DA_Dock_ScaffoldBase4Sided2_DynDOLOD_BASE [STAT:2409CA07])
[... and so on ...]

Hope this helps.

Expand  

Run this test version https://mega.nz/file/8MIXnQgS#yykWl7NTkQKhW0qvTJWrbINvTNMNjRMmhIX2OS2IurE

It should hopefully fix it. If not upload new logs.

Posted
  On 9/11/2023 at 4:52 PM, RainingTacco said:

If Dyndolod knows that there are UDRs, so it finds them, why it can't provide a log which plugins have them? That way i dont need to run the PACT tool on my whole load order and waste time.

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https://dyndolod.info/Generation-Instructions#https://dyndolod.info/Generation-Instructions
Clean every plugin that LOOT suggests to clean ..
The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Following the instructions and proper modding practices there typically shouldn't be (m)any plugins with deleted references in the load order.
Cleaning plugins is not a waste of time. It only needs to be done to a plugin once.

DynDOLOD prints a line to the log for every deleted reference since years. https://dyndolod.info/Messages/Deleted-Reference

If you happen to use the experimental large reference workarounds and maybe have a plugin with deleted references that is not reported by LOOT, then check the debug log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Posted

Sheson I was curious, if one doesn't clean every plugin and tries to use the large reference bug workarounds will the result be that those plugins not cleaned will still produce the flickering seen with the large reference bug?  Or will the process simple error out?

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