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TheDude

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Everything posted by TheDude

  1. Thanks again for your support, really appriciated! I did another attempt with the same mods, completely re-installed on a new, cleaned game but got the same error for the bark so hopefully version 53 will solve this? [Window Title] DynDOLOD [Main Instruction] Texture resolution 1024x6144 not a power of 2. [Content] Texture textures\landscape\trees\treepineforestbarkcomp3.dds Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802] Help for this message [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard I then disable the mod https://www.nexusmods.com/skyrimspecialedition/mods/20336 and replaced the bark with this one instead https://www.nexusmods.com/skyrimspecialedition/mods/44226 but I still get this error so now I will try to remove the mod "Trees addon" as well... [Window Title] DynDOLOD [Main Instruction] Texture resolution 132x256 not a power of 2. [Content] Texture textures\landscape\trees\improvedsrg_pine04_alt.dds Used by meshes\dyndolod\lod\trees\gkbcyrodil3_539c9cd8passthru_lod.nif Treeswinedave.esp gkbcyrodil04 "GKB Cyrodil 04" [TREE:FE0BAA52] Help for this message [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard
  2. OK, thanks for info! Interesting, I'll have a closer look of why theres a billboard texture instead of bark. It could actually be a previous user-error from my part since I manually replaced a low resolution bark-texture in the mod Myrklvior with a higher quality one from the mod Tree bark in High definition. I have re-installed every tree and barkmod now though and will try to do another attempt at Lod-generation with Alpha-52. To be continued...
  3. Yeah, but I'm a huge noob when it comes to NifSkope, so I cant tell what is wrong with the textures.... Also the errors seems to generates from these mods: https://www.nexusmods.com/skyrimspecialedition/mods/20336?tab=files (first error, reported on previous page, solved by deleting mod) https://www.nexusmods.com/skyrimspecialedition/mods/22053?tab=files (new error) Which, as I said, is really weird since they have NEVER shown any errors in previous versions of the Alpha. Im going to revert to v 50 in order to try to fix this.
  4. Hi again, I don't know whats going on but Im getting errors with Alpha-52 too (just as with 51). And this time for different textures which has never been a problem before (I haven't changed a thing in my LO and every LOD-generation worked perfect until Alpha-51...) [Window Title] DynDOLOD [Main Instruction] Texture resolution 132x256 not a power of 2. [Content] Texture textures\landscape\trees\improvedsrg_pine04_alt.dds Used by meshes\dyndolod\lod\trees\gkbcyrodil4_6b470123passthru_lod.nif Treeswinedave.esp gkbcyrodil05 "GKB Cyrodil 05" [TREE:FE0BAA54] Help for this message [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Logs: https://ufile.io/f/93av5
  5. Hi sheson, the latest version Alpha-51 gives me the following error which is kind of weird, since I haven't changed anything in my LO and everything worked perfect in the previous versions.... Anyhoo, here goes: Debug and logs: https://ufile.io/f/6kmkq Error-message: [Window Title] DynDOLOD [Main Instruction] Texture resolution 1024x6144 not a power of 2. [Content] Texture textures\landscape\trees\treepineforestbarkcomp_n.dds Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802] Help for this message [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Edit: didnt notice the latest version Alpha-52, I will try a new generation with this version and see if thats solves the problem. Edit: Nope, same problem. I guess I have to check the textures then, even though this error has never occured before...
  6. Yes indeed, I just completed a flawless lod-generation with Alpha-49 and now the Export-folder including all files are available! Cheers!
  7. Hi sheson, I just downloaded the latest version (Alpha-49) and noticed that its missing the "Export"-folder in the Edit Scripts ( ..\DynDOLOD\Edit Scripts\Export\ ). Any reason for this? How can I update and test different grass LOD densities if the Export-files are missing? Edit: Nvm, I guess it will show up after my first LOD-generation...
  8. True, thats even better! Will use "coc location" next time! Thanks!
  9. Sweet, thanks a lot for the advice dude! Yeah, I know all about OCD... :-S
  10. Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" / zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?
  11. Hm, I dont know of I could provide any support in this matter, but since my grass looks perfect you could perhaps try the same setup as me? grassmod: Verdant Enb: Silent Horizons for Cathedral Weathers grass brightness multipliers: all default
  12. Thats sounds strange? I just generated new lod with version 37 and it works perfect for me: no memory-issues, no z-fighting on the Solitude docks and LOTS of trees on the worldmap. Yes it is, I can confirm. I just updated to Alpha-37 and it works like a charm (no z-fighting)! Thankyou!!
  13. Wow, that was quick, thank you so much Sheson (I also got the bug and the z-fighting on the docks was really starting to bug me). Cheers!
  14. First line of the post says: xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD. The occlusion specific settings in the DynDOLOD INI exist since DynDOLOD 2.70 which was released almost 2 years ago. Ok, but I was wondering if there were any advantages in generating occlusion in the new Dyndolod Alpha instead of Xlodgen? But I guess not.
  15. Read the thread Skyrim TVDT - Occlusion Culling Data and/or the section TVDT - Occlusion Data in ..\DynDOLOD\docs\DynDOLOD_Manual.html or ..\DynDOLOD3\docs\help\OcclusionCulling.html Yeah, Ive read the manual and thread and know how to generate occlusion with Xlodgen but was wondering if the Dyndo Alpha could replace that since it has specific occlusion-settings in the DynDOLOD-sse.ini But I’ll just continue using Xlodgen for occlusion then, thanks.
  16. Hi Sheson, just a quick question: Do you still recommend using Xlodgen for generating occlusion or could I do this in the new Dyndo Alpha version instead?
  17. Do you have an overclocked CPU perhaps? I have my i9900K at 5,0 Ghz OC when playing SSE but when Im doing LOD-generation with Texgen, Dyndolod or Lodgen I usually have to turn that off since my computer gets overheated and resboots (often in company of a nice BSOD). With OC turned off Texgen/Dyndolod/Xlodgen works just fine and have never restarted my computer.
  18. Wow, I actually fixed it (I think): Vortex probably did a few changes in my LO since my last LOD-generation (with Alpha 30) and that seems to have messed up the billboards.txt-file which wasnt created after my first two tries with Alpha 33. After I manually corrected the LO the billboards.txt is finally created and Dyndolod shows no warnings whatsoever. The txt looks good too, no errors or missing billboards: https://easyupload.io/nchdbh Oh yeah, sorry, but are you saying that a subfolder in C:Users/"My_username"/... is not a good place to generate lod in? I wasnt aware that my "userfolder" (where I keep my docs, images and certain mods etc) counts as a "windows-folder"? I mean its not like its installed in the Program Files (x86) or System32 or anything like that... But , I can change the installation folder to another HDD/partition for future generation, no problem at all. Edit: Yep, everything (incl freshly generated occlusion) works perfect now! Oh, and no more floating light bulbs in Markath, sweet! Thanks again for your support and sorry for any inconvenience. Cheers!
  19. Thanks for info, here are the Texgen logs and Dyndolod message (let me know if you need anything else; and yeah I will replace the culling glitch fix by generating Occlusion) Texgen log and debug: https://easyupload.io/m/9re1ek Dyndolod log and debug: https://easyupload.io/m/st1qjv Dyndolod message: [Window Title] DynDOLOD [Main Instruction] LOD billboard(s) not found. [Content] Check the log for the indiviual warning messages. Generate LOD billboards with TexGen first. Help for this message [Ignore] [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard
  20. Ok, so Ive run into a problem: Im getting the "Lod Billboards not found"-message which is weird since I haven't changed a single mod since my last LOD-generation when everything worked just fine (Alpha 30)... I've successfully completed Textgen three times now with no errors so I have no idea whats going on... I've also read the helptext regarding this but it doesnt make me much wiser Im afraid... Any advice would be much appriciated. https://imgur.com/a/AP1Qptd "In case of the warning message "Tree LOD billboard not found", check the message window for the full path of the missing tree LOD billboard *.DDS texture and the FormID of the base record. "
  21. Awesome, thanks!
  22. Thanks a lot Sheson, Im going to do a new LOD-generation now with the latest Alpha 33 so I guess this issue is fixed then? Cheers!
  23. Ah, thanks, that makes sense! Edit: going to do a new lod-generation now, do you think disabling "Fake lights in child worlds" but enabling "FXGlow" would work?
  24. Well, I did a new LOD-generation without FXGlow but to no avail, the floating lightbulbs are still present in Markarth... weird...
  25. Thank you! Now I can finally use Xedit for something more than just cleaning of the masterfiles... 🙂
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