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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.55

dyndolod lod special edition sse

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#1186 KellSwiftfire

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Posted 12 February 2019 - 01:01 PM

You should not install anything from the Standalone archive to any the game folders. Especially not OverwriteRNAM.esm and OverwriteRNAM.esl which are example files from the documentation. Follow the installation instructions in the included manual.

Wow, thanks so much for your quick response sheson!

 

I was following one of GamerPoets DyndoLOD videos and realize now it must have been for the pre-standalone version. Checking manual now. 

Again, thank you!


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#1187 KellSwiftfire

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Posted 13 February 2019 - 03:20 AM

Sheson, other Dyndolod friends,

 

1) I've successfully run DyndoLOD for the first time.

 

2) I RMOTM (read most of the manuals) and don't have a firstborn to offer, but AM a moderately experienced modder with a pretty heavy, overall quite stable load order (420 odd+ mods)

 

3) I understand that you could use feedback from users with heavier mod orders for some more "thorough" testing and am happy to help!

 

4) Is there anything in specific that would be useful for me to look for other than the obvious flickering, popping, inconsistent textures, etc.?

 

5) If/when I find something, is this thread still the best place for it, or do you have a place you would rather have me put feedback for more "heavy" beta testing (aka... maybe specifically trying to break things and find out why)

 

Cheers!

 

Kell


Edited by KellSwiftfire, 13 February 2019 - 03:20 AM.

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#1188 sheson

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Posted 13 February 2019 - 05:22 AM

Sheson, other Dyndolod friends,

 

1) I've successfully run DyndoLOD for the first time.

 

2) I RMOTM (read most of the manuals) and don't have a firstborn to offer, but AM a moderately experienced modder with a pretty heavy, overall quite stable load order (420 odd+ mods)

 

3) I understand that you could use feedback from users with heavier mod orders for some more "thorough" testing and am happy to help!

 

4) Is there anything in specific that would be useful for me to look for other than the obvious flickering, popping, inconsistent textures, etc.?

 

5) If/when I find something, is this thread still the best place for it, or do you have a place you would rather have me put feedback for more "heavy" beta testing (aka... maybe specifically trying to break things and find out why)

 

Cheers!

 

Kell

Check first post: Skyrim SE/VR BETA - What to test

 

Also check for mods requiring special attention. For example when you can walked right up to LOD objects up close in or around the walled cities. Incomplete LOD, for example a mod adds a new home, but parts of it are missing LOD because not all of the used assets have LOD models.

 

You can post in this thread or make a new one.


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#1189 zakee94

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Posted 15 February 2019 - 09:44 AM

I'm facing a weird issue. On entering Shalidor's Maze when I approach the burnt corpse, the staves do not float out of the ground. On using tcl one can see that the staves are still present below the ground.

 

Disabling dyndolod from my load order fixed it. Can anyone help as to why this is happening ?

 

 


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#1190 sheson

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Posted 15 February 2019 - 09:52 AM

I'm facing a weird issue. On entering Shalidor's Maze when I approach the burnt corpse, the staves do not float out of the ground. On using tcl one can see that the staves are still present below the ground.

 

Disabling dyndolod from my load order fixed it. Can anyone help as to why this is happening ?

Something like this can happen when a mod uses the staves for something else and then receive LOD and DynDOLOD updates the base records flags.

 

Look up the base records in xEdit and see if they are changed by a DynDOLOD plugin. For a test just remove the overwrite from the DynDOLOD plugin.

 

Check the Referenced by list and let me know all plugins that use them so I can try to reproduce and maybe handle such cases automatically in the future.

 

If you need help or more detailed instructions with what I wrote above, let me know. I can explain that in more detail if needed.


Edited by sheson, 15 February 2019 - 09:52 AM.

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#1191 zakee94

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Posted 15 February 2019 - 02:04 PM

Something like this can happen when a mod uses the staves for something else and then receive LOD and DynDOLOD updates the base records flags.

 

Look up the base records in xEdit and see if they are changed by a DynDOLOD plugin. For a test just remove the overwrite from the DynDOLOD plugin.

 

Check the Referenced by list and let me know all plugins that use them so I can try to reproduce and maybe handle such cases automatically in the future.

 

If you need help or more detailed instructions with what I wrote above, let me know. I can explain that in more detail if needed.

Thanks a lot for the quick response ! :)

 

Checking up on the form id of the staves and associated references, I noticed that USSEP changed postion (XYZ coordinates) of the staves. However in the "referenced by" tab I found no mention of Dyndolod.

 

Looking into labyrinthworld worldspace of dyndolod.esp I found records like "Thou shalt bow to me...". I am not entirely sure how to find if these records are changed by dyndolod. It would be really helpful if you could elaborate.


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#1192 sheson

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Posted 15 February 2019 - 02:19 PM

Thanks a lot for the quick response ! :)

 

Checking up on the form id of the staves and associated references, I noticed that USSEP changed postion (XYZ coordinates) of the staves. However in the "referenced by" tab I found no mention of Dyndolod.

 

Looking into labyrinthworld worldspace of dyndolod.esp I found records like "Thou shalt bow to me...". I am not entirely sure how to find if these records are changed by dyndolod. It would be really helpful if you could elaborate.

Well if non of the DynDOLOD plugins change the base record or the references of the staves then it is a bit more mysterious how DynDOLOD would be changing their behavior.

 

Can you let me know the form id of the base record and the list of any non-vanilla plugins in its referenced by?

 

If you have reference (the record placing the object into the world), CTRL+Click on the entry in the row NAME - Base to switch view to the base record (the record defining the model)


Edited by sheson, 15 February 2019 - 02:23 PM.

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#1193 zakee94

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Posted 15 February 2019 - 02:50 PM

Well if non of the DynDOLOD plugins change the base record or the references of the staves then it is a bit more mysterious how DynDOLOD would be changing their behavior.

 

Can you let me know the form id of the base record and the list of any non-vanilla plugins in its referenced by?

 

If you have reference (the record placing the object into the world), CTRL+Click on the entry in the row NAME - Base to switch view to the base record (the record defining the model)

00F98C8, 00F98C9, 00F98CA, 00F98CB are the form-ids of the placement of staves into labyrinth. They are only referenced by skyrim.esm and ussep.

 

Ctrl+click on the entry shows labyrinthinMazeWorld getting edited by both ussep and dyndolod.


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#1194 sheson

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Posted 15 February 2019 - 04:58 PM

00F98C8, 00F98C9, 00F98CA, 00F98CB are the form-ids of the placement of staves into labyrinth. They are only referenced by skyrim.esm and ussep.

 

Ctrl+click on the entry shows labyrinthinMazeWorld getting edited by both ussep and dyndolod.

Are you saying DynDOLOD has an overwrite for CELL F2CAB LabyrinthianMaze?

 

How do you make the connection between those 4 form ids in the internal CELL 000F2CAB and the worldspaceLabyrinthinMazeWorld with form id 00104217?

 

DynDOLOD is not doing anything with such interior cells.

 

DynDOLOD is not changing any of the 4 reference form ids you listed, correct?

 

I am still interested if any DynDOLOD plugin or any other plugin changes the base record these reference use: 0004C6CA, 00029B8C, 00029B9A, 000BE121

And what plugins are listed are listed in the referenced by for these 4 base records.

 

Those are WEAPons and DynDOLOD should not change them. So it is even more mysterious how DynDOLOD is supposed to be changing them.

 

With the xEdit Asset Browser (CTRL+F3) check if anything is overwriting their models

 

Meshes\Weapons\Staff01\Staff01.nif

Meshes\Weapons\Staff02\Staff02.nif

Meshes\Weapons\Staff02\Staff03.nif

Meshes\Weapons\DragonPriest\DragonPriestStaff3rd.nif

 

 

Have you tested if a simple save and loading of the game fixes whatever issue you seem to have with those staves?


Edited by sheson, 15 February 2019 - 05:07 PM.

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#1195 zakee94

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Posted 16 February 2019 - 11:44 AM

Are you saying DynDOLOD has an overwrite for CELL F2CAB LabyrinthianMaze?

 

How do you make the connection between those 4 form ids in the internal CELL 000F2CAB and the worldspaceLabyrinthinMazeWorld with form id 00104217?

 

DynDOLOD is not doing anything with such interior cells.

 

DynDOLOD is not changing any of the 4 reference form ids you listed, correct?

 

I am still interested if any DynDOLOD plugin or any other plugin changes the base record these reference use: 0004C6CA, 00029B8C, 00029B9A, 000BE121

And what plugins are listed are listed in the referenced by for these 4 base records.

 

Those are WEAPons and DynDOLOD should not change them. So it is even more mysterious how DynDOLOD is supposed to be changing them.

 

With the xEdit Asset Browser (CTRL+F3) check if anything is overwriting their models

 

Meshes\Weapons\Staff01\Staff01.nif

Meshes\Weapons\Staff02\Staff02.nif

Meshes\Weapons\Staff02\Staff03.nif

Meshes\Weapons\DragonPriest\DragonPriestStaff3rd.nif

 

 

Have you tested if a simple save and loading of the game fixes whatever issue you seem to have with those staves?

No, Dyndolod is not overwriting 000F2CAB. And since those staves are present in 000F2CAB, hence it can be deduced that dyndolod has nothing to do with those staves.

 

I have attached the referenced_by tab for one of the staves. (it's the same for all others)

 

Only Meshes\Weapons\Staff01\Staff01.nif is changed by ussep.

 

Saving and loading makes no difference.

 

Honestly, I'm myself baffled as to how disabling dyndolod.esp could cure this issue, but strangely, it does. I believe this issue is not worth the headache. Stupid skyrim ! I'll use tcl to get those staves anyway.

 

And THANKS A LOT sheson, for going out of your way to help me. Thanks again !

Attached Files


Edited by zakee94, 16 February 2019 - 11:48 AM.

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#1196 sheson

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Posted 16 February 2019 - 05:05 PM

No, Dyndolod is not overwriting 000F2CAB. And since those staves are present in 000F2CAB, hence it can be deduced that dyndolod has nothing to do with those staves.

 

I have attached the referenced_by tab for one of the staves. (it's the same for all others)

 

Only Meshes\Weapons\Staff01\Staff01.nif is changed by ussep.

 

Saving and loading makes no difference.

 

Honestly, I'm myself baffled as to how disabling dyndolod.esp could cure this issue, but strangely, it does. I believe this issue is not worth the headache. Stupid skyrim ! I'll use tcl to get those staves anyway.

 

And THANKS A LOT sheson, for going out of your way to help me. Thanks again !

It could be resource issue. Test if hiding the only meshes/textures folders from output makes a difference. Then test if only disabling the DynDOLOD.esp makes a difference. Then both DynDOLOD plugins.

 

If it seems to be the plugins, test if removing the (maybe somehow related) entire LabyrinthianMazeWorld 00104217 from the DynDOLOD plugins makes a difference.

 

Those tests are simple enough to do, to see if we can narrow it down. I will install those listed plugins/mods the next few days and see if I can replicate any of this.


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#1197 zakee94

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Posted 17 February 2019 - 06:31 AM

It could be resource issue. Test if hiding the only meshes/textures folders from output makes a difference. Then test if only disabling the DynDOLOD.esp makes a difference. Then both DynDOLOD plugins.

 

If it seems to be the plugins, test if removing the (maybe somehow related) entire LabyrinthianMazeWorld 00104217 from the DynDOLOD plugins makes a difference.

 

Those tests are simple enough to do, to see if we can narrow it down. I will install those listed plugins/mods the next few days and see if I can replicate any of this.

No, hiding meshes & textures don't fix it. Only disabling ".esp" fixes it, ".esm" has no effect. Removing labyrinthian world from esp fixes it though. 


Edited by zakee94, 17 February 2019 - 06:31 AM.

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#1198 sheson

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Posted 17 February 2019 - 06:39 AM

No, hiding meshes & textures don't fix it. Only disabling ".esp" fixes it, ".esm" has no effect. Removing labyrinthian world from esp fixes it though. 

Any plugin other than DynDOLOD or Unofficial Patch overwriting the worldspace 00104217 or the persistent CELL 0010421B

 

Can you post a screenshot of the unfolded persistent CELL in DynDOLOD.esp, so I can see all the records in addition to LabyrinthianMazeWorld_ShesonObject, LabyrinthianMazeWorld_Firstborn* and LabyrinthianMazeWorld_Minion*

 

I am interested in the ones ending with *_DynDOLOD_LOD

 

 

For the play through just continue with the data removed. It will be fine, the worldspace is small enough anyhow and only gets LOD because the Unofficial patch adds the lodsettings file. Should probably skip it anyways. I still like to understand what is happening though.


Edited by sheson, 17 February 2019 - 06:41 AM.

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#1199 zakee94

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Posted 17 February 2019 - 09:43 AM

Any plugin other than DynDOLOD or Unofficial Patch overwriting the worldspace 00104217 or the persistent CELL 0010421B

 

Can you post a screenshot of the unfolded persistent CELL in DynDOLOD.esp, so I can see all the records in addition to LabyrinthianMazeWorld_ShesonObject, LabyrinthianMazeWorld_Firstborn* and LabyrinthianMazeWorld_Minion*

 

I am interested in the ones ending with *_DynDOLOD_LOD

 

 

For the play through just continue with the data removed. It will be fine, the worldspace is small enough anyhow and only gets LOD because the Unofficial patch adds the lodsettings file. Should probably skip it anyways. I still like to understand what is happening though.

Mods affecting 00104217 : ELFX, Skyrim Immersive creatures, Inigo

Mods affecting 0010421B : Inigo

 

Screenshot attached.

 

For playthrough, I deleted the data and I cleared Shalidor's Maze without any hiccups.  Thanks !

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  • Attached File  maze.jpg   122.67KB   1 downloads

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#1200 AerowynX

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Posted 18 February 2019 - 05:18 PM

been using this with SkyrimVR since first release did a full reinstall cleared out all my mods now no matter what I get the Dyndolod Requires Plugins generated with message which in VR prevents you from going forward as it locks you in the home screen.

 

I 100% made sure to download both 2.54 resources and standalone.. i tried both from this site and the one on nexus same issue.. i use PapyrusUtil wasn't sure if that was issue so removed that same thing using the dyndolod dll. One thing I did notice was in the last release of resources some of the scripts are newer than the ones linked in the standalone scripts download but tried both ways and still same thing


Edited by AerowynX, 18 February 2019 - 05:23 PM.

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