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Posted
  On 12/9/2024 at 5:35 PM, NoCleverness said:

Followed the instructions to the letter, and it's still giving errors. Immediately after saying that it initialized correctly, it says "cannot find  in DynDOLOD_Worlds" and "cannot find master data in DynDOLOD_." Here are the logs from the latest attempt.

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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to also enable and upload the papyrus and the DynDOLOD.log from the DynDOLOD.DLL.

It is unclear if you are starting a new game or loading an existing save. Test with a new game, like coc riverwood from main menu console.

The uploaded DynDOLOD logs show that DynDOLOD output was generated with DynDOLOD DLL NG and Scripts installed.
However, the message most likely means there are old DynDOLOD plugins are active in the load order that were generated without DynDOLOD DLL NG and Scripts being active. This message can not really show when starting a new game with the plugins from the generation shown in the log. Make sure there are no old DynDOLOD plugins in the load order, also not renamed ones and that the output from the log is overwriting everything.

I suggest to follow a modding guide to learn how to mod properly with a mod manager like MO2.

Posted
  On 12/9/2024 at 6:42 PM, TwistedModding said:

Is there a chance that you will update the BOS support to allow for scale changes with the LOD as well?  https://www.nexusmods.com/skyrimspecialedition/mods/134727?tab=description this mod now exists which makes forests feel much more real; however, the scale changes with BOS get ignored by DynDOLOD

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https://dyndolod.info/Mods/Base-Object-Swapper#Chance
Any randomized swaps defined with Chance are ignored by default. Any LOD will be generated for the original reference or base record.
Set SwapsChance=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini in case all these references or base records should be ignored for LOD.

https://dyndolod.info/How-LOD-Works
These LOD types are basically discrete combined super meshes that each cover a large number of cells that are loaded at fixed positions. These super meshes are a fixed snapshot of the load order at LOD generation time.

It is technically not possible to generate matching LOD meshes for things that are changing once the game loads. Simplified, the size of everything is hardcoded into the LOD meshes.

Posted
  On 12/9/2024 at 8:19 PM, sheson said:

However, the message most likely means there are old DynDOLOD plugins are active in the load order that were generated without DynDOLOD DLL NG and Scripts being active. This message can not really show when starting a new game with the plugins from the generation shown in the log. Make sure there are no old DynDOLOD plugins in the load order, also not renamed ones and that the output from the log is overwriting everything.

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I deleted my entire Data folder and started from scratch. There is no possible way that there was an old, pre-NG plugin active. I probably will start a new game and test Riverwood, just to be sure.

Posted
  On 12/10/2024 at 12:19 AM, NoCleverness said:

I deleted my entire Data folder and started from scratch. There is no possible way that there was an old, pre-NG plugin active. I probably will start a new game and test Riverwood, just to be sure.

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Requested logs were not uploaded. It is still unclear if a new game was started or a save was loaded.

The plugins generated with DynDOLOD DLL NG and Scripts active do not use any papyrus scripts that print messages like "DynDOLOD can not find * in DynDOLOD_Worlds" and "DynDOLOD can not find master data in". Only plugins that were generated without DynDOLOD DLL NG and Scripts in the load order use a papyrus script that prints those messages. If there was no old plugin in the data folder, then maybe another tool made copies of records from an old DynDOLOD plugin. Do not create patches after generating LOD, make them beforehand as explained in the generation instructions.

Since you gave up troubleshooting and deleted the data folder, I suggest to follow a modding guide that explains how to properly setup the game and how to use a mod manager like MO2.

Posted (edited)
  On 12/10/2024 at 7:32 AM, sheson said:

Requested logs were not uploaded. It is still unclear if a new game was started or a save was loaded.

The plugins generated with DynDOLOD DLL NG and Scripts active do not use any papyrus scripts that print messages like "DynDOLOD can not find * in DynDOLOD_Worlds" and "DynDOLOD can not find master data in". Only plugins that were generated without DynDOLOD DLL NG and Scripts in the load order use a papyrus script that prints those messages. If there was no old plugin in the data folder, then maybe another tool made copies of records from an old DynDOLOD plugin. Do not create patches after generating LOD, make them beforehand as explained in the generation instructions.

Since you gave up troubleshooting and deleted the data folder, I suggest to follow a modding guide that explains how to properly setup the game and how to use a mod manager like MO2.

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I did upload the logs. They're in a ufile link above. If you mean the papyrus log, here are a few.

Papyrus.0.logFetching info... Papyrus.1.logFetching info...

Edited by NoCleverness
Posted
  On 12/10/2024 at 2:06 PM, NoCleverness said:

I did upload the logs. They're in a ufile link above. Please read them. If you mean the papyrus log, here are a few.

Papyrus.0.log 2.13 kB · 1 download Papyrus.1.log 247.78 kB · 0 downloads

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The also requsted DynDOLOD.log from DynDOLOD.DLL was not provided.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to uplaod the DynDOLOD.log from the DynDOLOD.DLL.
If a DynDOLOD.DLL is being used or installed, also upload the entire DynDOLOD.log:
c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log.

The linked logs only contain a DynDOLOD_SSE_Debug_log.txt  and DynDOLOD_SSE_log_truncated.txt. So I also requsted the papyrus log and DynDOLOD.log from DynDOLOD.DLL afterwards. That request was ignored. I checked the uploaded logs from the DynDOLOD generation as I wrote: The uploaded DynDOLOD logs show that DynDOLOD output was generated with DynDOLOD DLL NG and Scripts installed.

Still not clear if an existing save game or new game was started when those message shows.
The Papyrus.0.log does not show much seems like main menu only, no message related to DynDOLOD.
The Papyrus.1.log looks like what happens when a save that is not cleaned is being loaded.

Load whatever save that needs cleaning without any DynDOLOD output, Resources, DLLs etc. files whatsoever active in the load oder. Go into an interior if not in one. Save the game. Make a backup. Use the Clean option Remove unattached instances and Remove undefined elements for Scripts and Script Instances starting with #SHESON_DynDOLOD_* with Resaver from FallrimTools - Script cleaner and more on that save. Then load that save and save again. Then enable DynDOLOD Resources, DynDOLOD DLL NG and Scripts and the DynODLOD output make for it. Load the last save.

Posted
  On 12/10/2024 at 2:48 PM, sheson said:

The also requsted DynDOLOD.log from DynDOLOD.DLL was not provided.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to uplaod the DynDOLOD.log from the DynDOLOD.DLL.
If a DynDOLOD.DLL is being used or installed, also upload the entire DynDOLOD.log:
c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log.

The linked logs only contain a DynDOLOD_SSE_Debug_log.txt  and DynDOLOD_SSE_log_truncated.txt. So I also requsted the papyrus log and DynDOLOD.log from DynDOLOD.DLL afterwards. That request was ignored. I checked the uploaded logs from the DynDOLOD generation as I wrote: The uploaded DynDOLOD logs show that DynDOLOD output was generated with DynDOLOD DLL NG and Scripts installed.

Still not clear if an existing save game or new game was started when those message shows.
The Papyrus.0.log does not show much seems like main menu only, no message related to DynDOLOD.
The Papyrus.1.log looks like what happens when a save that is not cleaned is being loaded.

Load whatever save that needs cleaning without any DynDOLOD output, Resources, DLLs etc. files whatsoever active in the load oder. Go into an interior if not in one. Save the game. Make a backup. Use the Clean option Remove unattached instances and Remove undefined elements for Scripts and Script Instances starting with #SHESON_DynDOLOD_* with Resaver from FallrimTools - Script cleaner and more on that save. Then load that save and save again. Then enable DynDOLOD Resources, DynDOLOD DLL NG and Scripts and the DynODLOD output make for it. Load the last save.

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Sorry about that, here's the log. I'm not particularly attached to the save file, which got corrupted anyway when the Xbox game overlay decided to freeze my computer. I'll start a new game later today to see if that works.

DynDOLOD.logFetching info...

Posted
  On 12/10/2024 at 3:36 PM, NoCleverness said:

Sorry about that, here's the log. I'm not particularly attached to the save file, which got corrupted anyway when the Xbox game overlay decided to freeze my computer. I'll start a new game later today to see if that works.

DynDOLOD.log 327 B · 0 downloads

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The DynDOLOD.log shows what happens when starting the game to the main menu only. The one that is recorded with whatever was done to produce Papyrus.1.log above would be of intertest.

If you do not care about the save, then test what happens when starting a new game (from main menu with coc riverwood for example) and in case there are issues, upload the corresponding Papyrus log and DynDOLOD.log from DynDOLOD.DLL.

Posted
  On 12/10/2024 at 4:05 PM, sheson said:

The DynDOLOD.log shows what happens when starting the game to the main menu only. The one that is recorded with whatever was done to produce Papyrus.1.log above would be of intertest.

If you do not care about the save, then test what happens when starting a new game (from main menu with coc riverwood for example) and in case there are issues, upload the corresponding Papyrus log and DynDOLOD.log from DynDOLOD.DLL.

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Having completely restarted the game, there seems to be no issues beyond the extra bumpiness of the initial carriage ride caused by having a bunch of mods initializing at once. Guess there really was something screwy with the original installation. Thank you for your patience.

Posted
  On 12/15/2024 at 5:21 PM, sheson said:

Load everything in xEdit

Load cell records with FormID 0x0001A279 and 0x00009639 and post screenshots of them that show all plugins/overwrite and all records, especially the XCLW Waterheight.

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Here you go. Even if I changed the water height of 1A279 in Occlusion to -4700, the bug persists.

PixPin_2024-12-16_07-38-34.png

PixPin_2024-12-16_07-37-50.png

Posted
  On 12/15/2024 at 11:49 PM, captainlei1993 said:

Here you go. Even if I changed the water height of 1A279 in Occlusion to -4700, the bug persists.

PixPin_2024-12-16_07-38-34.png

PixPin_2024-12-16_07-37-50.png

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There will be more than one cell having the same problem.

Generate LOD / Occlusion.esp with this DynDOLOD test version https://mega.nz/file/BQZT1IIA#50PA6b--RUG3WL3VrE1CJ3sbjWWJ1g5ROXECOyqoPdI as it should properly forward the Parent->Child cell updates.

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