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Dynamic Distant Objects LOD - DynDOLOD 2.27

dyndolod lod skyrim skyrim se

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#31 SilverRaven

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Posted 27 March 2017 - 01:10 PM

Guys, i think i found the problem...

 

I created LOD's for my SSE mods pack, placed output folders and .esp file in game folder. Laucnhing game for test. Everything is ok? - unfortunately no. As soon as i got a closer to Whiterun - game crashed. I deleted all DynDOLOD files, and run game again. Everything is stable. Where to look for the problem? A DynDOLOD logs is fine, all operations completed as normal.

 

Link to my DynDOLOD latest logs and output files (2 archive): https://yadi.sk/d/ao6BatqC3GPsHw

 

 

P.S. Sorry for my bad English, i from Russia.


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#32 sheson

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Posted 27 March 2017 - 02:53 PM

Guys, i think i found the problem...

 

I created LOD's for my SSE mods pack, placed output folders and .esp file in game folder. Laucnhing game for test. Everything is ok? - unfortunately no. As soon as i got a closer to Whiterun - game crashed. I deleted all DynDOLOD files, and run game again. Everything is stable. Where to look for the problem? A DynDOLOD logs is fine, all operations completed as normal.

 

Link to my DynDOLOD latest logs and output files (2 archive): https://yadi.sk/d/ao6BatqC3GPsHw

 

 

P.S. Sorry for my bad English, i from Russia.

First get a legal copy of the game.

 

Then do some more selective troubleshooting.

Only disable *.esp.

Only disable all textures

Only disable tree LOD.

Only disable static LOD

 

In case of the esp is causing trouble, I suggest to run DynDOLOD.exe (which is a modified xEdit.exe) with the -l:Russian language switch, so it matches the installed language of the game.

And/Or maybe try the Delocalize plugin function of xEdit on the esp


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#33 SilverRaven

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Posted 29 March 2017 - 04:49 AM

The problem in the DynDOLOD .esp file. When i deleted or disabled it - game worked stable. esp file important for work? What are its functions? How do delocalized output .esp file?

 

P.S. I'm using this bat file for run DynDOLODx64.exe:

@echo off
@DynDOLODx64.exe -sse -cp:utf-8 -l:russian
 
The folder where i launching DynDOLOD - its full unpacked copy (with game archives) of my Steam Skyrim SE folder. I don't use Steam folder for my mods pack - its a backup. Also and for "classic" Skyrim version.

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#34 sheson

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Posted 29 March 2017 - 02:52 PM

The problem in the DynDOLOD .esp file. When i deleted or disabled it - game worked stable. esp file important for work? What are its functions?


The esp is required so LOD works correctly, adds copies of object from child city worlds that now have LOD to the parent world and adds a couple neverfades. This is all explained in the included documentation.

How do delocalized output .esp file?[/font]


It is in the right click window Other / Localization of xEdit. I doubt it will change anything.

P.S. I'm using this bat file for run DynDOLODx64.exe:
@echo off
@DynDOLODx64.exe -sse -cp:utf-8 -l:russian


Yes, that should create a correctly localized plugin.

The folder where i launching DynDOLOD - its full unpacked copy (with game archives) of my Steam Skyrim SE folder. I don't use Steam folder for my mods pack - its a backup. Also and for "classic" Skyrim version.


G:\The Elder Scrolls V SE unpacked\ is not a valid installation path for the game. xEdit/DynDOLOD do not support invalid paths/setups.
 

The problem is probably a corrupt nif (which most likely is from one of the other mods) which is used for neverfade LOD.

The next troubleshooting step would be to methodically remove parts of data from the esp with xEdit, while at the same time keep a copy of a version with that data which still causes problems.

It goes like this: remove half the data. If it works then go back to the earlier copy and remove the other half. The resulting esp should still cause problems. You continue this until you have narrowed down to the data causing the problem, always keeping a copy of the previous step.

In this case we only need to looks at worldspace data. So, remove all worldspaces from the esp, to see if it works.

If that is the case, use backup file and remove one worldspace at the time to narrow it down to a single worldspace.

Once you know which worldspace it is, remove groups, then sub-groups until you have a single sub-group.

Then remove batches of cells until you narrowed down to single cell.

Then remove single references until you narrowed it down to a single reference.

Then check the base record for the nif it uses. Replace that nif with its vanilla version / fix the nif. Or remove the base record and references using it in case the nif can not be fixed.

If removing worldspaces does not work, then you are out of luck with that current setup.
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#35 SilverRaven

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Posted 31 March 2017 - 10:26 AM

I found problem source - it is wrhouseshack01.nif. But my mods not changing this mesh. Unofficial Skyrim Special Edition Patch chage only wrhouseshack01destroyed.nif. Perhaps I should delete an option "Has Distant LOD" for him in DynDOLOD.esp?


Edited by SilverRaven, 31 March 2017 - 10:34 AM.

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#36 sheson

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Posted 31 March 2017 - 11:45 AM

I found problem source - it is wrhouseshack01.nif. But my mods not changing this mesh. Unofficial Skyrim Special Edition Patch chage only wrhouseshack01destroyed.nif. Perhaps I should delete an option "Has Distant LOD" for him in DynDOLOD.esp?

There are no other reports and I also have no problem with the original file meshes\architecture\whiterun\wrbuildings\wrhouseshack01.nif from Skyrim Meshes0.bsa.

Double check the bsa/file maybe it has no errors. Otherwise just remove the reference.


Edited by sheson, 31 March 2017 - 11:45 AM.

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#37 SilverRaven

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Posted 01 April 2017 - 03:32 PM

I found the true cause of the problem - it's Northfires Photoreal Mountains.esp. He conflicts with the DynDOLOD, because they both use the same data. I tried to merge their into SSEEdit (using merge plugins script) - but unsuccessfully. Changing the order of loading of these plugins can help. But I'm not sure it will solve all problems.


Edited by SilverRaven, 01 April 2017 - 03:34 PM.

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#38 sheson

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Posted 01 April 2017 - 04:42 PM

I found the true cause of the problem - it's Northfires Photoreal Mountains.esp. He conflicts with the DynDOLOD, because they both use the same data. I tried to merge their into SSEEdit (using merge plugins script) - but unsuccessfully. Changing the order of loading of these plugins can help. But I'm not sure it will solve all problems.

Which install option of Northfires Photoreal Mountains has a plugin? I only ever saw textures so far in any of the downloads?

 

There really shouldn't be conflicts between plugins and DynDOLOD.esp. DynDOLOD.esp is created with the data from plugins in the load order to create overwrite records if needed.

Problems can happen if plugins have invalid data or errors.


Edited by sheson, 01 April 2017 - 04:51 PM.

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#39 SilverRaven

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Posted 02 April 2017 - 05:54 AM

Which install option of Northfires Photoreal Mountains has a plugin? I only ever saw textures so far in any of the downloads?

 

There really shouldn't be conflicts between plugins and DynDOLOD.esp. DynDOLOD.esp is created with the data from plugins in the load order to create overwrite records if needed.

Problems can happen if plugins have invalid data or errors.

Yes, this is the right link. This plug-in expands the list of used textures and changes the data of all static mesh for mountains and large stones. But the Worldaspase category conflicts with DONDOLOD, although it includes most of the Northfires Photoreal Mountains.esp data. Changing the order of loading plugins helps. For now. This will not affect the operation of the DynDOLOD plug-in?


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#40 sheson

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Posted 02 April 2017 - 07:41 AM

Yes, this is the right link. This plug-in expands the list of used textures and changes the data of all static mesh for mountains and large stones. But the Worldaspase category conflicts with DONDOLOD, although it includes most of the Northfires Photoreal Mountains.esp data. Changing the order of loading plugins helps. For now. This will not affect the operation of the DynDOLOD plug-in?


None of the 7 downloads has a plugin esp, but only textures. If you created a custom plugin, then make sure it does not contain errors.

Make sure the load order is sorted correctly before generating LOD and the DynDOLOD.esp from scratch for that load order.

Then there simply can be not be any conflicts in DynDOLOD.esp, because when the DynDOLOD.esp is created from scratch, the last overwrite record from the highest plugin is copied to create the overwrite in DynDOLOD.esp.
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#41 SilverRaven

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Posted 02 April 2017 - 08:28 AM

Sorry, my mistake, this correctly link: http://www.nexusmods...im/mods/74389/?
 
Version for SE don't contain esp file and additional textures. Perhaps the author has not had time to prepare it.

Edited by SilverRaven, 02 April 2017 - 08:37 AM.

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#42 sheson

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Posted 02 April 2017 - 10:34 AM

Sorry, my mistake, this correctly link: http://www.nexusmods...im/mods/74389/?
 
Version for SE don't contain esp file and additional textures. Perhaps the author has not had time to prepare it.


I suggest to only use Skyrim SE version of mods and plugins or learn how to properly convert them.

I advice against using it. It unsets vanilla LOD definitions and also doesn't carry forward some other data from DLC / unofficial patch.
In any case it should be overwritten by as many mods as possible, including DynDOLOD.esp as it corrects the LOD mistakes in the esp.

I can not replicate any CTD with that esp (either with the DynDOLOD.esp you uploaded earlier or with one create myself and just this mod)
I suspect it has to do with the install combination of whatever meshes/textures are installed with it.

Edited by sheson, 02 April 2017 - 10:35 AM.

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#43 SilverRaven

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Posted 02 April 2017 - 11:47 AM

Well, I'll leave it at the end of the plug-ins download list. I wanted to adapt it to DynDOLOD manually via SSEEdit, but it would take a long time.


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#44 sheson

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Posted 02 April 2017 - 12:37 PM

Well, I'll leave it at the end of the plug-ins download list. I wanted to adapt it to DynDOLOD manually via SSEEdit, but it would take a long time.


When it is at the end when generating from scratch, then at least all its data will be also in DynDOLOD - with the required LOD flag updates.
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#45 SilverRaven

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Posted 02 April 2017 - 12:51 PM

When it is at the end when generating from scratch, then at least all its data will be also in DynDOLOD - with the required LOD flag updates.

Ok, I understood. Thanks for your answers and support.  


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