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[Classic Skyrim] DynDOLOD Scripts 2.22/Binaries 2.26 LOD objects hanging around when they shouldn't


LordOfLA

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Hi Sheson,

 

As I mentioned to you on a Reddit post a while ago I'm still getting the DynDOLOD lod objects showing up when they shouldn't that was thought fixed with the 2.20 scripts.

 

If you can get it to load an Imgur album is at https://imgur.com/a/QwRzS showing the lod object and the house behind it with mfg console details visible.

 

If you can't get them to load I'll attach them to a post.

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This happens with a new game like coc windhelm from main menu for example?

 

The second image shows an object from ELFX, is that what the first reference Editor ID in DynDOLOD points to? If not can you check the Editor ID of e90043af, which is pluginname+formid. If pluginname is DynDOLOD.esp, check that records Editor ID until you find a plugin that is not DynDOLOD.esp, e.g. the full source object.

 

Let me know the version and install options you used for ELFX so I can try to replicate.

Edited by sheson
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If I do coc windhelmexterior01 wait for things to settle and then head in to Windhelm and run around to the market square with the blacksmith, etc I do see floating dyndolod windows. The floating objects will vary - could be windows, could be buildings, could be roads (last had that happen outside honningbrew meadery in whiterun.

 

Editor ID for e90043af is DynDOLODesp_0011D7_DynDOLOD_LOD. The Name - Base is ELFXWHclancruelsea_DynDOLOD_LOD [sTAT:E90011D9]

 

Editor ID for e90011d7 is Skyrimesm_05DA33_DynDOLOD_TOWN. Name - Base is again ELFXWHclancruelsea_DynDOLOD_LOD [sTAT:E90011D9]

 

Editor ID for 0005da33 is empty. The record is overridden by ELFX - Exteriors. Name - Base from ELFX - Exteriors is ELFXWHclancruelsea [sTAT:5C024523]

 

ELFX Version is 3.01 - at time of typing appears to be the most recent: https://www.nexusmods.com/skyrim/mods/27043/?

 

Setup options are as in Neovalens SRLE guide as follows - Note except for Tony's Optimised Vanilla Textures, USLEEP and the Arthmoor mods I use all BSA's are unpacked. Mod Organisers Archive Handling is disabled:

 

1. Enhanced Lights and FX main plugin checked

2. Main Ambiende - no items checked

3. Main Exterior - ELFX - Exterors Checked as well as ELFX - Enhanced Ice (I deviate on this step from the guide)

4. Patches - Both SMIM meshes and SMIM lantern checked, all other options unchecked.
5. Optionals - No options checked.

 

After install I delete meshes/architecture/windhelm/whlanddead2.nif to preserve the mesh from ruffled feather.

 

My full load order is at https://modwat.ch/u/ArcaneDaydreams

 

My Skyrim INI tweaks (handled as a mod with ini tweaks in MOhttps://pastebin.com/SLHzBL3V
My Skyrim Prefs INI tweaks: https://pastebin.com/JAmsk3dD

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I did a first test just with USLEEP and ELFX installed with your options without problems so far.

 

None of the other mods should really matter as it is all about the references and base records you listed, which are just Skyrm, ELFX and then DynDOLOD in this case.

 

Doublecheck the DynDOLOD Papyrus scripts are the latest version with timestamp 2016-10-28

 

I wonder if you could generate LOD just with USLEEP and ELFX to verify if it still happens then. Then test the game with just those couple mods, but also test with the full setup to see if that makes a difference.

 

Check if the papyrus logs show any errors.

 

To clarify, when you say floating objects, it is always the correct LOD objects for that position, right. They just don't disable as they should.

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Hi Sheson,

 

Apologies for taking so long on getting to this, been somewhat busy of late.

 

DynDOLOD Papyrus scripts have the correct timestamp.

 

The LOD objects hanging around in Windhelm seems to only occur with ELFX installed, however, the issue isn't limited to ELFX. Under the course of normal gameplay, it can happen with roads around the world and in Helgen. In Helgen I've seen it happen with the tower you jump out of during the vanilla start and the remains of the inn.

 

Testing with a light load order (USLEEP, SMIM, ELFX, DynDOLOD and prereqs) was not able to reproduce the issue. Neither was loading back into my main profile that had floating windows before I quit to do the test (the floating windows reminding me I needed to do this). At this point, it seems to be intermittant and possibly a product of long play time.

 

Papyrus logs didn't show anything of note - just the usual compatibility checks, etc.

 

It is always the correct LOD objects. I even disabled one manually, went inside the white phial, came back out and it had been re-enabled.

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This suspiciously looks like papyrus problem to me. It usually spits out errors left and right when things go bad dumping stacks etc.

 

I have some ideas for some tests by adding some additional debug.trace() to the scripts and manually editing the json files so we can focus on only 1 or 2 objects for some tests.

Can you edit/compile payrus scripts yourself or would you prefer me to upload already compiled versions?

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I have been wondering if papyrus is struggling in a way not impacting gameplay. In recent weeks I've been able to adjust my setup to allow for many, many hours of playtime - often up to the entire day and have stalling/stuttering down to only that caused by disk lag.

 

Precompiled scripts would be preferable.

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Hmm, can't edit previous post.

 

Floating windows came back on loading into Windhelm so I exited, enabled papyrus logging and reloaded the autosave on entering the city. Floating windows persisited and got some DynDOLOD entries in the papyrus log.

 

You can grab the log from https://mega.nz/#!jYZWAB4b!q72H_VVQX4xI4-6YD5La2mdp_7WwL6HObkhltgeNR6A DynDOLOD entries start at line 121.

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You should also enable bLoadDebugInformation=1 so we know which line number to message is from. That would help.
 
Have you checked if any of the stuck LOD objects is indeed listed in the log? The Form ID you get with console from such object is in the log? 
If an object is "None" it usually means it is not loaded and consequently should not have a 3D model in the world at that time. However the object was in the world when the script attached it which produce the error was started. This could indicate some timing issue. It all depends which objects generated the error and if you can replicate it. Maybe put this aside for the moment and lets see what the debug tests below reveal:
 
Find the attached papyrus script to replace in the DynDOLOD Resources installation.
 
It allows setting a (integer) form id in skse\plugins\StorageUtilData\DynDOLOD_Worlds.json 
Find the line "debug":"false" and change false to the load order zeroed integer of a dynamic LOD object.
 
A dynamic LOD object is a reference that has *_DynDOLOD_LOD as EditorID
A zeroed form id means to 00 the first load order byte. So if the form id is e90043af, it becomes 000043af

Then convert it to an integer which is 17327 in this case, so the line becomes

"debug":"17327"
 

The papyrus log should then show activate and disable lines like this
 
[07/12/2017 - 07:54:42PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
[07/12/2017 - 07:54:42PM] [sHESON_DynDOLOD_LODObject ] Activate #2 [Form ] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
[07/12/2017 - 07:57:40PM] [sHESON_DynDOLOD_LODObject ] Disable #2 10 [Form ] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
 

In my case when I coc windhelmexterior01, this particular LOD object does not activate, because its position is actually inside the uGrids and the *_DynDOLOD_TOWN reference shows. I need to go towards the stable first. The Disable #2 happens when I enter Windhelm.

 

For now do these tests with new game / coc from main menu. Just pick any stuck reference inside the city you like. The log messages record just before executing the command, not if it actually worked.

 

My current questions are:

 

Do you see the Activate messages (the 1/2 paring is normal) for LOD objects that are actually inside the loaded cells? (use tll, tb, tfc commands)

Do you see a Disable message when entering the city

 

Does it seem any different if you coc further away and just walk towards and then into the city?

 

You can check the papyrus.0.log in realtime with something like snaketail-net

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I'm having trouble getting a consistent fixed lod object hanging around.
 
I'm using my full load order and can trigger the effect with the following steps but I end up with different things each time.
 
from main menu: coc windhelmexterior01
wait for scripts to settle and notifications to stop scrolling
walk into windhelm and head to the blacksmith area then up to Hjerim.
coc riverwood
set gamehour to 1
coc windhelmorigin
leave the city and run to karthwasten and back (follow the path loop around)
enter city
 
at this point *something* will have hung around but not the thing I've set a decimal formid for in the json file.
 
on occasion I have to coc dawnstarexterior01 and back to windhelmorigin
 
Most recent log at https://mega.nz/#!vIwR1DYC!oYHKalFvv-VvqZNFjjbDjHvhKPfEDT-7p_9_uRGK_Zw dydno stuff around line 902 with line numbers this time.

Edited by Greg
Fixed the link
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See if the attached script gets rid of the sporadic Cannot call IsDisabled() error message and hopefully the problem.

 


There is also this cosmetic error Unable to bind script SKI_PlayerLoadGameAlias which somehow sneaked in (will be fixed next version). You can fix that by editing formid xx00090F in DynDOLOD.esp in xEdit and change the VMAD \ Aliases \ Alias \ Object Union \  Object v2 \ Alias  from "None" to "000 PlayerAlias" (just type 0 when editing)

 

Replace the existing ..\DynDOLOD\Edit Scripts\DynDOLOD\hardcoded\*.dat with the one attached, so next time you generate LOD the Alias is already set correct again.

 

SHESON_DynDOLOD_LODObject.7z

Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.7z

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Got a bunch of

 

 

[07/16/2017 - 01:27:08PM] Error: Cannot call GetWorldSpace() on a None object, aborting function call
stack:
[ (E50043E8)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 106
[07/16/2017 - 01:27:08PM] Error: Cannot call GetWorldSpace() on a None object, aborting function call

 

and 

 

 

[07/16/2017 - 01:27:09PM] Error: File "" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[ (E5003D10)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 76

 

With the new script upon leaving the ragged flaggon - cistern in to riften.

 

Log up to that point at https://mega.nz/#!uRQ0nSBQ!HH6wf3yXUfg1t3mNKIHhudF9k8HfMAwpMpLkh-bNDNM

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