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  1. Past hour
  2. Something is weird with the OS locale / globalization or .NET setup, since it won't accept en-us for some reason. Lets try not to use a specific culture at all and see what happens with this test version https://mega.nz/file/FVx32RoY#Lmwwv_fFG-OXlRJAIGk82Ma0AVFIurgx6Su86ZiEmzk, just replace the file in the Edit Script folder. That DynDOLOD 2.x and DynDOLOD 3.x LOD assets are mixed together in a single download archive is unfortunate and needs to be rectified some time in the future.
  3. Today
  4. It seems that the output does not mention about DOTNET_SYSTEM_GLOBALIZATION_INVARIANT. Here is the full log: https://paste.ee/p/1wM8i Thanks for the instruction about Majestic Mountain, it was updated with new LOD Pack. When let the new pack overwriting DynDOLOD Resources SE, it gave the "texture do not match" warnings. If I let the Resource overwrite the pack, the warnings are gone. Hope I'm doing it right.
  5. Many thanks sheson! And I usually keep up with the thread so well...
  6. See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=264361
  7. Address the memory errors https://dyndolod.info/FAQ "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data Check for errors/messages from the SHESON_DynDOLOD_* scripts in papyrus log in regards to the house. Should there be any HearthFires buildings at all or was nothing built yet? Did you speed run (above 500)? You got there by walking from where? Can it be replicated? fBlockLevel0Distance sets the max distance of the first LOD level 4, e.g. where LOD level 8 starts. LOD Level 4 is 4x4 cells = 16384 x 16384 game units. It is not entirely clear what is used as origin for the fBlockLevel0Distance setting, for example center of current cell, edge of active cells. Center would be another 2.5 = 10240 game units. Since the next LOD level 8 covers 8x8 cells the game can only replace 2 LOD level 4s at a time with a LOD Level 8. See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD#Settings It should be impossible to have LOD Level 8 touch the active cells. There always has to be a LOD Level 4 next, as it is the only one to contain segments so it can disable object LOD per attached cell.
  8. Hi sheson, I had an error with the latest alpha (99) when using the large reference bug workaround. Using alpha 99 without the workaround worked (but in my rush to get to work this morning I forgot to get the logs/bug report from the alpha 99 run without the workaround enabled). I realize there are a metric ton of warnings & errors, however none of these have stopped the generation with an error box in previous generations/alphas...not to say there aren't visual problems, bugs and crashes yet to be discovered in playing. Anyhoo, here are the logs & bugreport: Bugreport: https://ufile.io/723k081q dyndolod_sse_debug_log: https://ufile.io/y4etkbff texgen_sse_debug_log: https://ufile.io/azrv36a4 texgen_sse_log: https://ufile.io/ypqk2j7z dyndolod_sse_log: https://ufile.io/605098gx
  9. Is this running a real Windows? Did you set an environment variable DOTNET_SYSTEM_GLOBALIZATION_INVARIANT? If this does not mean anything to you, open a command prompt and execute the "set" command and check its ouput. Unrelated: Read https://dyndolod.info/Generation-Instructions and error check the load order with xEdit and clean plugins before generating LOD. Do not install outdated LOD assets for DynDOLOD 2.x. See https://dyndolod.info/Mods/Majestic-Mountains.
  10. While I was running around the Whiterun area doing some testing I came across this: Looks like it's a part of the Pale Hearthfire house. It stayed visible in the large ref grid but disappeared when the cell loaded in. Here are the logs: https://mega.nz/file/xX0TBJAQ#-L1jMJHERaUd7bimCeaqP5xQ1y6TyXxoGf50SVlLUoA I noticed there were some Out of memory errors, maybe they are related. I also had some trouble with my LOD 4 distance. It seems that there is some lower limit under which it won't go no matter what I set in the ini. Using the sliders in the DynDOLOD MCM I estimated the distance the LOD 4 is displayed at to be somewhere around 40 000 units. Increasing the distance above that will extend the LOD 4, but dropping it below 40k has no effect. Is there some other setting I also need to adjust to drop it further, or is it somehow tied to near / far grid or the large ref grid size?
  11. Thank you for your reply. Unfortunately, the problem still persists with the latest version of DynDOLOD. Here is the LODGen_SSE_Tamriel_TerrainUnderside_log.txt: Here is the event viewer log: https://paste.ee/p/sfWsK Log files for DynDOLOD (bugreport.txt was not generated): https://ufile.io/f/8rwux
  12. As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions." If problem persists with new latest, upload new logs.
  13. I'm getting this error when generating underside : But the log file is almost empty. This is the log from windows event viewer: https://paste.ee/p/LvYXf I repair both NET framework 4.8 and Runtime 6 but the problem still persists. Here are the log files for DynDOLOD: https://ufile.io/f/2zalm Could you have a look at this. Thank you!
  14. The only thing wrong with this is the different update versions. Mod authors aren't forced to support all game versions, and a lot of mod users already get confused with mod/game update versions. I feel getting "disgusted" or angry over a game being available on multiple platforms is pretty weird.
  15. I would say there are some differences here between simplicity and BDS. Either way the issue exists if you are using projecteddiffusenormalsUV=1 which is required for BDS 3.0 anyway. So if you are using seasons which applies the single pass shader the same thing will occur. The issue is more related to the interaction of projecteddiffuseNormal and the single pass material snow shader rather than the snow mods themselves that leverage projected diffuse. IO have tried altering the RGB values of the seasons material object for the single pass shader without success. I have also ensured that the snow texture i am testing with is saved as BC7, Linear DX11+ to ensure that sRGB textures aren't the issue. There is one thing that you may be able to direct me to though? Single pass shaders direct to a model path of Shadertests/shaderbox...for the life of me i cannot locate this in any base game BSA's. there is a shadertest folder, but no shaderbox model...any thoughts on this?
  16. Noticed a typo in the guide at Modify Grass Tint/Brightness https://stepmodifications.org/wiki/SkyrimSE:2.1.0#Run_DynDOLOD For generating grass with ENB Complex Grass: ; grass LOD brightness multipliers ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 Should read as follows to correspond to the INI file... For generating grass with ENB Complex Grass: ; grass LOD brightness multipliers ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopG=0.500 ComplexGrassBrightnessTopB=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessBottomR=0.500 ComplexGrassBrightnessBottomG=0.500 ComplexGrassBrightnessBottomnB=0.500
  17. Yesterday
  18. Read the first post which log, debug log and bugreport.txt to upload when making posts. Unclear what "tried to pack output myself and load it into the game" is supposed to mean. No actual information about "a bug with light source causing high density particles near them" See https://dyndolod.info/Official-DynDOLOD-Support-Forum
  19. I actually did read the entire post several times I actually had Level32=1 in Alpha95. The flickering/shimming I started to encountered all over the map is what threw me off here, so my bad, I forgot about Level32= for a sec. Hey we all make mistakes... LOL THANKS sheson!
  20. I have the exact same issue but have no idea what mods touch riften in any way (dyndolod worked fine before and I don't remember installing mods that affect riften after it) Also, I've tried to pack output myself and load it into the game, but there happend a bug with light source causing high density particles near them
  21. There is a snow material object in the plugin that you can change the color from the gray color to the correct white color. I can't remember which it is atm. At any rate, you're unlikely to find much help on this subject. It honestly sounds like you are recreating Better Dynamic Snow but using Simplicity. You should test whether all your fixes are not already covered by BDS. I could, of course, be completely off base here, as this is something I have very much avoided working with.
  22. Read my entire post, especially the parts from the documentation I linked about the deleted references.
  23. Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))". log: https://ufile.io/apkbx0mw debug log: https://ufile.io/kpaz7316
  24. Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you. This time, actually read it. For example this part: If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting.
  25. Remember I reported flickering/shimmering on Objects? You said to change the uLockedObjectMapLOD which was on 32. Not sure why but with it on 32, if you remember I was getting bad shimmering flickering on objects all across the map.
  26. I had the same questions, and I am pretty disgusted with this GOG version and the continued disenfranchisement of the modding community at large with all of these opportunistic partnerships-in-cash-grabbing. It's going to cause yet more disruption and confusion for mod users and certain mod authors.
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