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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.79

dyndolod lod special edition sse

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#1831 lareri

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Posted 22 January 2020 - 12:57 PM

Here is. I followed your advice.
"Memory Blocks Log" is not compatible with SSE and I have not found its equivalent.
I added ExpandSystemMemoryX64 = false in enblocal.ini
I did not see a missing or invalid nif model in DynDOLOD -README.txt
Large load orders:
"Found 531004 temporary and 130286 persistent loaded references, for a grand total of 661290 loaded references."
So I'm below 900k
I use SSE Engine Fixes (skse64 plugin)
and I modified as you told me EngineFixes.ini and Skyrim.INI
I also hidden the meshes files in DynDolod_output
The problem persists. It is only related to this small area.

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#1832 lareri

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Posted 22 January 2020 - 01:28 PM

attached my files

I failed to attach my files


Edited by lareri, 22 January 2020 - 01:30 PM.

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#1833 sheson

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Posted 22 January 2020 - 01:40 PM

 

Here is. I followed your advice.
"Memory Blocks Log" is not compatible with SSE and I have not found its equivalent.
I added ExpandSystemMemoryX64 = false in enblocal.ini
I did not see a missing or invalid nif model in DynDOLOD -README.txt
Large load orders:
"Found 531004 temporary and 130286 persistent loaded references, for a grand total of 661290 loaded references."
So I'm below 900k
I use SSE Engine Fixes (skse64 plugin)
and I modified as you told me EngineFixes.ini and Skyrim.INI
I also hidden the meshes files in DynDolod_output
The problem persists. It is only related to this small area.

 

You are supposed to read and follow all the troubleshoot instruction explained in the DynDOLOD-Readme.txt.

The missing models and NiNode root messages would be in the DynDOLOD.log

If that didn't help, then enable debug in the json/txt and check the papyrus log for the last enabled mesh.


attached my files

I failed to attach my files

Use pastebin or a file service.


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#1834 lareri

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Posted 22 January 2020 - 03:58 PM

Here are the last lines of Papyrus.0.log
 
stack:
[alias CACOPlayerAlias on quest CACO_MainQuest (360A2A3F)].CACO_PlayerLoadGameAlias.UpdateModIngredients() - "CACO_PlayerLoadGameAlias.psc" Line 546
[alias CACOPlayerAlias on quest CACO_MainQuest (360A2A3F)].CACO_PlayerLoadGameAlias.RunModCheck() - "CACO_PlayerLoadGameAlias.psc" Line 474
[alias CACOPlayerAlias on quest CACO_MainQuest (360A2A3F)].CACO_PlayerLoadGameAlias.OnPlayerLoadGame() - "CACO_PlayerLoadGameAlias.psc" Line 201
[01/22/2020 - 09:40:16PM] XPMSE MainQuest Initialization successful.
[01/22/2020 - 09:40:33PM] [skyBirds]Updated 1383 factions.
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E552) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E552) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E552) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E552) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E545) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E545) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E545) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E545) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E546) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E546) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E546) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E546) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E537) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E537) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E537) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E537) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E53E) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E53E) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E53E) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E53E) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E53A) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E53A) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E53A) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E53A) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountTotalGV_CCO on script MineOreScript attached to  (0010E539) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E539) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property ResourceCountGV_CCO on script MineOreScript attached to  (0010E539) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] WARNING: Property AttackStrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (0010E539) cannot be initialized because the script no longer contains that property
[01/22/2020 - 09:43:24PM] Error: Unable to bind script CTR_Script_SnowGlobes to  (91527A5A) because their base types do not match
[01/22/2020 - 09:43:24PM] Error: Unable to bind script CTR_Script_SnowGlobes to  (91401599) because their base types do not match
 
 
These last two lines concern: CaranthirTowerReborn.esp
Tomorrow I will relaunch DynDolod without this mod to see.
 

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#1835 sheson

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Posted 23 January 2020 - 03:04 AM

 

Here are the last lines of Papyrus.0.log

 

Post the entire logs (not just the last couple of lines) to a pastebin or a fileservice.

 

Also upload to a file service or pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt  from the last generation that is giving you trouble.

 

Errors from other plugins/mod typically do not concern DynDOLOD. There are no known issues with CaranthirTowerReborn.esp. It worked fie last time I check it and it doesn't seem to have any updates.

 

Check off every suggestion readme to make sure it is nothing else, before we troubleshoot the records in the DynDOLOD.esp itself.


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#1836 lareri

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Posted 23 January 2020 - 05:04 AM

I put the files
DynDOLOD_SSE_log.txt
and
Papyrus.0.log
sure
Under the name of "Lareri"
 
I also put
loadorder.txt
and
modlist.txt
 
I have 238 normal plugins and 263 ESL
Total 496.

Edited by lareri, 23 January 2020 - 05:15 AM.

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#1837 lareri

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Posted 23 January 2020 - 05:42 AM

I found. It came from "CaranthirTowerReborn.esp"
I installed the Nexus mod and it works.
My version came from
https: //www.confrerie-des traducteurs.fr/skyrim/mods/bordeciel/habitations/tour_de_caranthir
 
Thank you very much for deigning to respond to the neophyte that I am and for the time you spent helping me.
You are a good person.
 
Ps: if in my files you notice inconsistencies I would be grateful if you would point them out to me if you don't mind spending a little more time with me.

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#1838 sheson

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Posted 23 January 2020 - 05:56 AM


 

I found. It came from "CaranthirTowerReborn.esp"
I installed the Nexus mod and it works.
My version came from
https: //www.confrerie-des traducteurs.fr/skyrim/mods/bordeciel/habitations/tour_de_caranthir
 
Thank you very much for deigning to respond to the neophyte that I am and for the time you spent helping me.
You are a good person.
 
Ps: if in my files you notice inconsistencies I would be grateful if you would point them out to me if you don't mind spending a little more time with me.

 

The DynDOLOD log shows:

 

  Missing models were ignored by DynDOLOD.
  Below is a list of base records with missing models which are used by references:
      CaranthirTowerReborn.esp CTR_Dragon_Stone [STAT:90996AF9]: Missing model "meshes\ctr\structure\exterior\ctr_dragon_stone.nif" - ignoring CTR_Dragon_Stone [STAT:90996AF9] in CaranthirTowerReborn.esp for dynamic LOD
  References using base records with missing models can cause CTD.
  Install the missing meshes, then generate LOD again if LOD for reference using these base records is desired.

Hence the instruction in the DynDOLOD-README.txt:

Check the bottom of the ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt for Missing model 'meshes\..\*.nif' - ignoring * [STAT:xxxxxxxx] for dynamic LOD and the further instructions beneath them. 

 

Then there is also this in the log:

LOD models with missing textures were ignored by DynDOLOD.
  Below is a list of base records using LOD models with missing textures which are used by references:
      CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_MainStructure_SN [STAT:90108D0B]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds"  
      CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_MainStructure [STAT:90466D58]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds"  
      CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_Miniture [STAT:90E894F3]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds"  
  Install the missing textures or update the texture paths in the NIFs, then generate LOD again if LOD for reference using these base records is desired.
It seems that the translation version requires the English version to be installed for its resources.
 

There are a lot of errors from plugin in the papyrus log, that ought to looked into as well. Some of them might be for the same reason.

 

 

Please read the installation instructions:

From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.

 

This is to avoid any issues with UAC, antivir etc. Best to install the game outside of Programs Files x86 as well.


Edited by sheson, 23 January 2020 - 06:02 AM.

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#1839 lareri

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Posted 23 January 2020 - 10:06 AM

Indeed, I had not seen at installation that I had to install the Nexus mod before the mod of the brotherhood of translators.
You have solved my problem.
Thanks again.

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#1840 vrnord

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Posted Yesterday, 09:18 PM

Make sure NifSkope is not playing tricks on you and actually uses the correct texture.

 

If that is the case, then it is technically not possible for the game to chagne what is in the BTO / how the textures look when loading the same files. Consequently it means you are not looking at the same files as you see in game.

Could be different area (Use DynDOLOD SkyUI MCM You are here to get a sense which BTO files are loaded for the area you are checking.

 

In DynDOLOD you could also verify that there is only on tree rule that sets Static LOD4, Billboard, Billboard

My apologies, I typed an update a couple days ago but it clearly didn't post.  Turns out it was my error causing this: the tree bounds in SSEedit for that specific tree were incorrect and it was stretching the billboard to match the original tree dimensions (I had swapped in a different tree model, and carefully renamed the billboard to match but missed the bounds).  Thanks for your help!


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#1841 vrnord

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Posted Yesterday, 10:25 PM

Is there a way to set a separate rule for the distance where tree billboards show mipmaps vs the full texture?  It seems like Dyndolod is assigning the full billboard texture to LOD 8, and a mipmap to LOD 16.  The problem is the LOD 16 level is totally visible at fblocklevel1distance 70,000 and the tree billboards make the transition between LOD 16 and LOD 8 pretty jarring - they look absolutely terrible/blurry while the LOD 8 billboard version of the same tree looks like the tree is supposed to look.  For example, when I stand on the Guardian Stone side of lake Ilinalta the trees on the far side by the mill are very visible and blurry, and when I get closer they "pop" into the normal-looking billboard, and then as I get even closer they turn into static LOD 4 and finally the full model.  The last 2 transitions are reasonably invisible, but the "pop" from blurry billboard to normal billboard is the most noticeable. 

 

I will also say that Dyndolod is so amazing and necessary in VR because everything appears life-sized, so distant LODs and billboards are much larger/fill more of your field of vision than on a computer screen.

 

For reference all my billboards are 1K and I set the tile size to 1024.


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#1842 sheson

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Posted 45 minutes ago

Is there a way to set a separate rule for the distance where tree billboards show mipmaps vs the full texture?  It seems like Dyndolod is assigning the full billboard texture to LOD 8, and a mipmap to LOD 16.  The problem is the LOD 16 level is totally visible at fblocklevel1distance 70,000 and the tree billboards make the transition between LOD 16 and LOD 8 pretty jarring - they look absolutely terrible/blurry while the LOD 8 billboard version of the same tree looks like the tree is supposed to look.  For example, when I stand on the Guardian Stone side of lake Ilinalta the trees on the far side by the mill are very visible and blurry, and when I get closer they "pop" into the normal-looking billboard, and then as I get even closer they turn into static LOD 4 and finally the full model.  The last 2 transitions are reasonably invisible, but the "pop" from blurry billboard to normal billboard is the most noticeable. 

 

I will also say that Dyndolod is so amazing and necessary in VR because everything appears life-sized, so distant LODs and billboards are much larger/fill more of your field of vision than on a computer screen.

 

For reference all my billboards are 1K and I set the tile size to 1024.

Each LOD level uses the same texture atlasses. By default each LOD level uses the exact same billboard texture for the same tree, unless you set different billboards for the different LOD levels.

 

The engine decides which mipmap levels to use. DynDOLOD does not change how the engine works.

 

If you believe mipmaps to be a problem, just remove the mipmap levels from the texture atlasses with an appropriate tool for editing dds files.


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