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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.84

dyndolod lod special edition sse

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#2041 friendcode

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Posted 08 July 2020 - 01:49 PM

Latest builds still using libloot python: Both versions work with Loot 15.x and are backwards compatible with previews versions of LOOT.

This is the proposed workaround to prevent persistent cells from being written to the bash patch and it prevents the bash patch from having large refs in world cells.

For Windows 7 and 8.1 users. Built with pyinstaller rather then py2exe.:

Win 7 and 8.1 LOOT 15.x

For Windows 10 users. Built with py2exe:

Win 10 LOOT 15.x

I believe my bashed patch is broken, because turning it off allows DynDOLOD to do its job.

 

DynDOLODx64.exe ver 2.0.0.0
TexGenx64.exe ver 2.0.0.0
xLODGenx64.exe ver 4.1.3.1

Wrye Bash.exe ver 307.2020.0503.1206

LOOT.exe ver 0.15.1

 

Do I need to install older versions of Wrye Bash & LOOT, or can I just skip creating bashed patches until after generating LODs?


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#2042 sheson

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Posted 09 July 2020 - 01:20 AM

I believe my bashed patch is broken, because turning it off allows DynDOLOD to do its job.

 

DynDOLODx64.exe ver 2.0.0.0
TexGenx64.exe ver 2.0.0.0
xLODGenx64.exe ver 4.1.3.1

Wrye Bash.exe ver 307.2020.0503.1206

LOOT.exe ver 0.15.1

 

Do I need to install older versions of Wrye Bash & LOOT, or can I just skip creating bashed patches until after generating LODs?

Nobody should be using broken plugins with wrong data in the game. Try this version https://github.com/W...e-bash/releases


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#2043 friendcode

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Posted 09 July 2020 - 12:45 PM

Thank you, that worked!


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#2044 Zanderat

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Posted 11 July 2020 - 07:47 AM

I have been disabling my BASH patch before running DynDOLOD.  But the fixed version is a better solution.


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#2045 sheson

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Posted 11 July 2020 - 08:36 AM

I have been disabling my BASH patch before running DynDOLOD.  But the fixed version is a better solution.

It seems I will repeat these forever:

 

If a plugin prevents the process from completing, it means there is a problem that needs to be fixed.

 

Temporarily disabling plugins or mods is a troubleshooting step and not a fix.

 

Unfixed problems will eventually lead to issues in the game.


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#2046 Zanderat

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Posted 11 July 2020 - 08:50 AM

Agreed.  I have been trying to find a balance between using the updated Wrye with DynDOLOD.  I will keep the fixed version and now head over to their discord to remind them that these changes still need to be added to the official version.


Edited by Zanderat, 11 July 2020 - 08:50 AM.

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#2047 warlord

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Posted 12 July 2020 - 04:51 PM

[00:07] Background Loader: <Error: [REFR:FE036913] (places [FE036801] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2RavenRock02 [CELL:0400EEB5] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 7,9)) has invalid ObjectID 005913 in WaterfromWells.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>


what does it mean


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#2048 sheson

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Posted 13 July 2020 - 01:41 AM

[00:07] Background Loader: <Error: [REFR:FE036913] (places [FE036801] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2RavenRock02 [CELL:0400EEB5] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 7,9)) has invalid ObjectID 005913 in WaterfromWells.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>


what does it mean

FAQ: TexGen.exe/DynDOLOD.exe: <Error: xxx [xxxx:xxxxxxxx] has invalid ObjectID xxxxxx in xxx.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.
 
A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods....-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game. 

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#2049 Black_Lava

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Posted 15 July 2020 - 10:30 AM

Need some help to resolve conflict between DynDoLod output & Quality World Map.

What i did:

1) Generated terrain lod xlodgen

2) generated textures by texgen

3) generated trees and objects via Dyndolod

4) generated occlusion via xLODGEN

When all outputs are enabled map looks ugly:

https://a.radikal.ru...4739f8a02cf.png

https://b.radikal.ru...5185d0d13c0.png

Green snow, strange roccks and something tha i've marked red.

When i make files hidden from xlodgen output which replaces files from map mod it looks better - snow is white, but still have an issue with rocks and strange things marked red on previous pics.

https://b.radikal.ru...beee372cceb.png

https://a.radikal.ru...995b61667de.png

When i disable DynDoLod output map is clear:

https://c.radikal.ru...1efb7e5d6ff.png

I've check for conflicts between files in Dyndolod Output and a quality world map, but thereis no one overwritten file. Any ideas why tha can happens?

Used xlodgen 63 and dyndolod 2.83. For now downloading updated versions and will try to rebuild, but not sure that will be helpfull.


Edited by Black_Lava, 15 July 2020 - 10:43 AM.

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#2050 sheson

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Posted 15 July 2020 - 10:54 AM

Need some help to resolve conflict between DynDoLod output & Quality World Map.

What i did:

1) Generated terrain lod xlodgen

2) generated textures by texgen

3) generated trees and objects via Dyndolod

4) generated occlusion via xLODGEN

When all outputs are enabled map looks ugly:

https://a.radikal.ru...4739f8a02cf.png

https://b.radikal.ru...5185d0d13c0.png

Green snow, strange roccks and something tha i've marked red.

When i make files hidden from xlodgen output which replaces files from map mod it looks better - snow is white, but still have an issue with rocks and strange things marked red on previous pics.

https://b.radikal.ru...beee372cceb.png

https://a.radikal.ru...995b61667de.png

When i disable DynDoLod output map is clear:

https://c.radikal.ru...1efb7e5d6ff.png

I've check for conflicts between files in Dyndolod Output and a quality world map, but thereis no one overwritten file. Any ideas why tha can happens?

 

DynDOLOD uses the LOD meshes/texture that are installed to the load order. Looks like you have a mod that replaced textures\lod\mtn*lod.dds and similar.

Some mountains also use textures\lod\mountainslablod.dds which TexGen builds from textures\landscape\mountains\mountainslab02.dds.

You have mods that either change some or all of those textures and/or maybe the mountain LOD models.

 

xLODGen uses the full landscape textures to generate terrain LOD textures. If colors appear off, it maybe because you change brightness, contrast or gamma settings. I those settings were default, then the terrain LOD textures look exactly as they should according to the full terrain landscape as no color tone changes are applied. Either case, you obviously want to use the LOD level 32 terrain textures with the manually painted roads for the map anyways.

 

However, the map also uses these default textures if the INI settings do not exist:

sWorldMapOverlayNormalSnowTexture=Data\Textures\Terrain\WorldMapOverlaySnow_n.dds

sWorldMapOverlayNormalTexture=Data\Textures\Terrain\WorldMapOverlay_n.dds

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#2051 Black_Lava

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Posted 15 July 2020 - 11:14 AM

 

DynDOLOD uses the LOD meshes/texture that are installed to the load order. Looks like you have a mod that replaced textures\lod\mtn*lod.dds and similar.

Some mountains also use textures\lod\mountainslablod.dds which TexGen builds from textures\landscape\mountains\mountainslab02.dds.

You have mods that either change some or all of those textures and/or maybe the mountain LOD models.

 

xLODGen uses the full landscape textures to generate terrain LOD textures. If colors appear off, it maybe because you change brightness, contrast or gamma settings. I those settings were default, then the terrain LOD textures look exactly as they should according to the full terrain landscape as no color tone changes are applied. Either case, you obviously want to use the LOD level 32 terrain textures with the manually painted roads for the map anyways.

 

However, the map also uses these default textures if the INI settings do not exist:

sWorldMapOverlayNormalSnowTexture=Data\Textures\Terrain\WorldMapOverlaySnow_n.dds

sWorldMapOverlayNormalTexture=Data\Textures\Terrain\WorldMapOverlay_n.dds

 

Yes, i have majestic mountains, but i disable "mm dyndolod pack" before using texgen and dyndolod...ooops looks like this is what i did wrong :blink: . I keep brightness setting by default (0).

So many times followed step guide to build and when don't check all steps for generating lod make mistake. Will check. and also check for ini settings. Thanks for the reply!


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#2052 CacoDemon

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Posted 20 July 2020 - 05:08 AM

Hello!

 

Updated to the latest version of DynDOLOD the other day. Previously had no problems running the executable and establishing billboards etc.

 

Now, however, I'm getting some kind of assertion error with content added/amended by the USSEP:

 

"[00:00:01.347]    Exception in unit prepare line 581: Can not copy [REFR:0506312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062)"

 

Full log available if required. I thought this was rather odd given that I haven't had any problems between DynDOLOD and the USSEP before.


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#2053 sheson

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Posted 20 July 2020 - 05:48 AM

Hello!
 
Updated to the latest version of DynDOLOD the other day. Previously had no problems running the executable and establishing billboards etc.
 
Now, however, I'm getting some kind of assertion error with content added/amended by the USSEP:
 

"[00:00:01.347]    Exception in unit prepare line 581: Can not copy [REFR:0506312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062)"

 
Full log available if required. I thought this was rather odd given that I haven't had any problems between DynDOLOD and the USSEP before.

 



Following the suggestion of the log messages to check the FAQ to find this:
 
FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp
 
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. 
 
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 
 
Following the suggestion of the log messages to search the forum to find these:
 
https://forum.step-p...s-tree000be3e6/
https://forum.step-p...01-stat00033dca
https://forum.step-p...rating-dyndolod
https://forum.step-p...01-stat00057a17
https://forum.step-p...n-solitudeworld
https://forum.step-p...ousedoor01-door
https://forum.step-p...farmhousedoor01
https://forum.step-p...02-tree00018a02
https://forum.step-p...bds-mm-patchesp
https://forum.step-p...00003c-at-44-28
https://forum.step-p...01-stat00069ce9
https://forum.step-p...or-door0d07ec12
https://forum.step-p...of-cell00000d74
https://forum.step-p...my-refr000b11ec
https://forum.step-p...000003c-at-26-2
https://forum.step-p...of-cell00000d74
https://forum.step-p...katariah02-lod-
https://forum.step-p...of-cell00000d74
https://forum.step-p...l01waterwheel02
https://forum.step-p...000003c-at-26-2
https://forum.step-p...py-refr0f16904c
https://forum.step-p...l01waterwheel02
https://forum.step-p...of-cell00000d74
https://forum.step-p...ee9-in-solitude
https://forum.step-p...01-stat00069ce9
https://forum.step-p...py-refr000b7365
https://forum.step-p...my-refr000b11ec
https://forum.step-p...py-refr1d003f8b
https://forum.step-p...striverfarmeast
https://forum.step-p...l01waterwheel02
https://forum.step-p...01-stat00069ce9
https://forum.step-p...of-cell00037ee6
https://forum.step-p...opy-sninedivine
https://forum.step-p...stateexterior02
 
If you search the forum for the "can not copy" error message you will find that it is often caused by a broken Bashed Patch. If removing the Bashed Patch lets the process continue, delete it and create a new one with the latest WiP Wrye Bash from their Discord.
 
If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum.


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#2054 Infidel

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Posted 21 July 2020 - 09:56 PM

https://imgur.com/8cBjAsz

 

Installed Dyndolod in VR using the dll.  Everything seemed to work until I try to log in.  Then I get this error.  The error is occluded by the press any button but press any button apparently won't work before I clear the other window, which is somehow underneath.  So this locks me out of the game.

 

Because the window is occluded I've no idea what it is supposed to say.  If I uncheck the dyndolod esp then I can get into the loading cave.  No error logs were generated in my overwrite folder.

 

The directions in front were a bit ambiguous.  Under "Required Skyrim SE and Skyrim VR" it said to use dll or papyrus util.  Under "Skyrim VR Notes" it only mentioned the dll.  So I used the DLL.  When I use the DLL I get this error and can't log in.   When I loaded PapyrusUtil VR instead, everything seems to be working fine.

 

I suggest offsetting the popup so it is readable and might be interactable.

 

Thank you.


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#2055 sheson

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Posted 22 July 2020 - 02:04 AM

First post is still from before there was Papyrus Util for VR.

 

As always, read the included manual DynDOLOD_Manual_TES5VR.html. Either PapyruUtil for VR or DynDOLOD DLL is required for dynamic LOD.

 

Read the included manual DynDOLOD_DLL.html for the requirements and installation instructions.

 

The papyrus command to show a message command does not have coordinates. Request a better UI mod for Skyrim from SkyUI guys for example.

 

Enable Papyrus logging in Skyrim.INI and then check the papyrus log for the error message.


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