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Everything posted by bchick1
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Hello Have used xLODGEN and TEX-GEN on my Skyrim AE 1.6.1130 game. Following this I am running " DynDOLOD DLL NG 1.6.11xx and scripts 3.00 (main,vAlpha-24)". However, the occlusion generation is taking what I consider to be an inordinate amount of time. I am now approaching 3 hours. I have run this same scenario before but it never took this long. What can be causing this? What do I look for?
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THANKS to all who have helped here. It so does help to have been given some technical savvy about this water issue. I am trying all water mods and adjustments mentioned above. I feel that I perhaps had too many of the wrong things that conflicted. I have been playing Skyrim AE since it came out but this is my first focused effort to improve the graphics. BTW, I HAD lots of issues with upgraded graphics but found that when I added another 16GB of ram (making a total of 32GB) it solved A LOT of issues. Also, measurements indicated that the game is now using 13GB of ram and almost all 12GB of VRAM. (Nvidia 3060) But it all runs nicely now.
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I have basically started from scratch as I just had too much stuff in my load order; it had gotten out of hand. I realize there may be some things that cannot be fixed by LOD or otherwise. I discarded all water mods and went with only one, "TB's Improved Water - A Complete Water Overhaul" (https://www.nexusmods.com/skyrimspecialedition/mods/41069). My question: is there ANY way to correct water seams by using LOD or otherwise?
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OK! Thank you! If there is no other way, I will have to learn how to 'patch' ... somehow.
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Hello ! I am being plagued by awful 'seams' in the water graphics. This is noticeable just about everywhere but especially viewed from height. A view of the bay from Solitude had three seams of different water 'types'. I can't seam (!) to get a handle on what is the cause or remedy for this. Any ideas? Thank you!
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What LODGen Resources Can Be Discarded?
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Ok! Thanks to all for the help! I get that the bottom line is that I can leave most of the resultant data from the LOD generation in place unless specifically prompted to deactivate it. My main concern for this topic was not disk space or such but wanting to avoid 'messing up' the LOD in the game by retaining potentially 'conflicting' data in the load order. -
Hello! I am currently creating LOD's Using SSELodGen, TexGen, and DynDOLOD ... in that order and importing into Skyrim A.E. with MO2. I was wondering what files ... i.e. Billboards ... that were in place when running SSELodGen can be 'deactivated' in the load order when subsequently running TexGen and/or DynDOLOD. Does leaving these files have any impact if left active in the load order when running TexGen or DynDOLOD?
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Thanks guys for answering. Talos: Your comment is noted and thanks. Thane: Thanks for the link!
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Mercury71 and Talos : That is what I thought and that is what I have been doing. However, in reviewing the DynDOLOD most recent instructions, I did not see those steps concerning xLodGen. It is possible that the instructions were old, but I believed I had read the mos recent on the S.T.E.P. wiki. In any case, I have been following the order you have listed. Thanks to you both for responding ...
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I have read pertinent instructions and am a bit confused as to the use of XLodGen. I am aware of the three distinct sections of XlodGen (Objects, Trees, and Occlusion) i.e. When and for What should XlodGen be used? Does XlodGen have any useful place if using TexGen and DynDOLOD? Thank you!
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Error: Can not copy [REFR:0E083B46] (places CYRFarmhouseDoor01
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
no more repeating for me, at least. I am not used to having so much organized help available. I assume most of the time I am on my own. -
Hello, After successfully running SSELodGen followed by TexLodGen, I received the error a few seconds into DynDoLod ... (full log attached) ........ Found reference 0E083B46 using base element 0E07EC12 CYRFarmhouseDoor01 [00:00:07.517] [00:00:07.517] Exception in unit prepare line 581: Can not copy [REFR:0E083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0E07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) [00:00:07.517] [00:00:07.517] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:00:07.517] [00:00:07.517] 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 http://forum.step-project.com/forum/101-shesons-dyndolod-support/ [00:00:07.517] Error: Can not copy [REFR:0E083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0E07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) DynDOLOD_SSE_log.txt
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DynDOLOD Error Generation with 'Vigilant' - 'zCHTrueEndWorld'
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
OK. Thanks! Since this is a new 'load order' of mods for LotD, there is a 'culprit' in there somewhere. -
Hello, Building MO2 Profile for LotD. \Successfully completed 'SSELodGen' for terrain and 'TexGen' for textures. Error occurred in DynDOLOD when in section for 'Vigilant' quest mod specifically '[zCHTrueEndWorld] Generating LOD' <Error: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 16306)> (see attached log section). dyndolod error.txt ON investigation I found a issue of the assertion failure dating back to 2017. I think there was supposed to be a workaround to de-activate the 'Dynamic Snow' mod and re-enable after DynDOLOD has run. Is this still the 'fix'? Thanks!
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SKYRIMSE ? Using DynDOLOD Files with Multiple MO2 Profiles
bchick1 replied to bchick1's question in General Skyrim SE Support
THank you! That will save a lot of work! I was retaining all outputs for insertion into the appropriate profile so that can stop. Thanks! However, FYI, I removed a 'music' mod and BOTH DynDOLOD and OCCLUSION complained. I guess one of my peeves here is what does 'music' have to do with ANYTHING in the context of LOD? It is too bad there is not a way of 'culling' this stuff out of the load order. -
SKYRIMSE ? Using DynDOLOD Files with Multiple MO2 Profiles
bchick1 posted a question in General Skyrim SE Support
Hello and thank you for reading ... this might be rather verbose ..<!> I have about 6 different game 'profiles' created in MO2 ('Mod Organizer 2') utilizing many mods from a list of about 500 mods. I keep the same 'world spaces' for all of them (even 'Falskaar' because it is convenient). HOWEVER, each profile has a mixture different mods in them. I noticed that the 'DynDOLOD ESP' is not 'good' for all the profiles since it records the mod contents of each profile therefore the .esp is not 'portable' between these profiles. As a result, I have taken to running ALL DynDOLOD 'build processes' for each profile ... 1 run 'XLodGen' for terrain only and create mod in MO2 from output 2 run 'TexGen' and created mod in MO2 from output 3 run 'DynDOLOD' and create mod in MO2 from output 4 run 'XLodGen' for 'occlusion' only, and this magically appears in the MO2 mod list. Each of the output mods above (4) are made specific for each profile and are uniquely named and installed in MO2. The pertinent output mods (all four) STAY ACTIVATED in the mod list of the profile while the others are 'disabled' Q. Given the fact that I have the same 'World spaces' for ALL profiles, is it necessary to perform the entire 'DynDOLOD' creation process for each profile OR can I only run the primary 'DynDOLOD' for each process (keeping the 'xLodGen' and 'TexGen' files the same)? After a perusal of the output files, I would think that I would only have to run 'DynDOLOD' for each profile ... using the first three output files ... but there may be some fine detail that I am missing that would prohibit this. Thanks for Reading! -
Question: XgenLod 'Lod4' vs 'Lod8' vs .... etc
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Thank you! -
Question: XgenLod 'Lod4' vs 'Lod8' vs .... etc
bchick1 posted a question in DynDOLOD & xLODGen Support
Just looking to understand the differences between the LOD levels in the Xlodgen GUI and the impact of the choices on the game. -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Hello .... I am pleased to report SUCCESS with DynDOLOD v2.78 and Resources 2.77 Game loaded and runs fine, although I had to start a new game as it CTD on load of old game but I was able to start a new game just fine. I do not consider this a DynDOLOD issue. I want to thank you for the time and attention you have paid to this issue! I just have a couple of closing questions ... (1) Should I now DISABLE the 'TexGen' Output files in MO2 ? (2) Should I now DISABLE the 'Resources' files files in MO2? (2) Can I continue to use XLODGen for 'Occulsion' and/or 'Terrain'? (I am not sure where the 'XLODGen' development is going or how it fits into the present 'DynDOLOD' development. While I did review the video on 'XLODGen' install and useage, it did leave me confused as to where it fits into 'DynDOLOD'. Again .... Thanks so much for pursuing the resolution of this issue !! P.S. I am sure glad I have a FAST machine ! -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
ok. Will proceed with testing. -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Error occurred when running TexGen ... Log truncated . this is the end of the log after all mods from load order were processed 00:00:08.060] [00:07] Background Loader: finished [00:00:09.144] DynDOLOD TexGen 2.77 (1) by Sheson, starting... [00:00:09.168] [00:00:09.183] TexGenx64.exe 2.77.0.0 1/17/2020 (1345431552) [00:00:09.199] [00:00:09.215] Started by D:\___ MO2_v2.2.2\ModOrganizer.exe 2.2.2.1 1/13/2020 [00:00:09.230] [00:00:00.005] Output path: E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\TexGen OUTPUT\ [00:00:00.020] Texture size: 256 [00:00:00.036] Diffuse Alpha format: Default (BC7 Quick) [00:00:00.053] Diffuse format: Default (BC7 Quick) [00:00:00.069] Normal Specular format: Default (BC7 Quick) [00:00:00.086] Normal format: Default (BC7 Quick) [00:00:00.100] [00:00:00.336] Creating mini atlas maps [00:00:00.349] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt 581 [00:00:00.499] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt 11 [00:00:00.515] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt 77 [00:00:00.548] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt 39 [00:00:00.569] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folksteadesp.txt 18 [00:00:00.590] E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_blendedroadsesp.txt 18 [00:00:00.612] Creating some temporary files [00:00:00.627] Processing 1 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt [00:00:00.717] Processing 1 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt [00:00:00.776] Processing 1 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_folksteadesp.txt [00:00:00.900] Creating LOD textures [00:00:00.916] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt [00:00:01.082] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt [00:00:01.098] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt [00:00:01.132] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt [00:00:01.156] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folksteadesp.txt [00:00:01.176] Processing 2 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_blendedroadsesp.txt [00:00:01.195] Generating LOD textures to E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\TexGen OUTPUT\ [00:00:01.209] Processing 3 E:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD_v 2.77\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt [00:00:01.224] [00:00:01.224] Exception in unit line -1: Error in unit 'userscript' on line 858 : Not enough parameters [00:00:01.224] [00:00:01.224] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:00:01.224] [00:00:01.224] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\TexGen_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ [00:00:01.224] Error: Error in unit 'userscript' on line 858 : Not enough parameters -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Will do ... -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
ok ... thank you for communicating. If I can help further in testing or otherwise, just let me know. I am retired from IT where I spent many years in software and hardware integration in the healthcare industry. I did a lot of testing of dev's beta releases. My point is that i know how this goes! -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
Thanks! If I can think of anything further, I will communicate. Time is not important here. The game actually looks really good with the XLODgen running! -
Skyrim SE CTD before main menu when DynDOLOD enabled
bchick1 replied to bchick1's question in DynDOLOD & xLODGen Support
RE: 'Timing is Everything" is mod 248 out of 285. I did try disabling the mod to see if the SKSE log would progress, but no it didn't. I also disabled mods 249 onward with no good result. As to 'profilesx86', that is the Steam folder (complete path ... "E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition". I reserve the C: drive for the O/S only I have always tested with the Wrye Bash file deactivated, considering it basically irrelevant to this issue. However I have been careful to exclude DynDoLod plugins from the generation of the bash file. UPloaded all requested files to https://1drv.ms/u/s!...BPXL-C?e=DCh09w Also uploaded complete SKSE files with more info since game started (without DynDOLOD.esp)